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en/02_Development_environment.adoc

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@@ -189,8 +189,7 @@ The most important components you'll need for developing Vulkan applications on
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Run these to confirm your machine supports Vulkan.
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* `sudo apt install libvulkan-dev` or `sudo dnf install vulkan-loader-devel` : Installs Vulkan loader.
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The loader looks up the functions in the driver at runtime, similarly to GLEW for OpenGL - if you're familiar with that.
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* `sudo apt install vulkan-validationlayers-dev spirv-tools` or `sudo dnf install mesa-vulkan-devel vulkan-validation-layers-devel`: Installs the standard validation layers and required SPIR-V tools.
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These are crucial when debugging Vulkan applications, and we'll discuss them in the upcoming chapter.
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* `sudo apt install vulkan-validationlayers spirv-tools` or `sudo dnf install mesa-vulkan-devel vulkan-validation-layers-devel`: Installs the standard validation layers and required SPIR-V tools. These are crucial when debugging Vulkan applications, and we'll discuss them in the upcoming chapter.
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On Arch Linux, you can run `sudo pacman -S vulkan-devel` to install all the required tools above.
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[,bash]
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----
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sudo pacman -S glfw-wayland # glfw-x11 for X11 users
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sudo pacman -S glfw
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----
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=== GLM

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc

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viewportState.pScissors = &scissor;
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----
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Independent of how you set them, it's is possible to use multiple viewports and scissor rectangles on some graphics cards, so the structure members reference an array of them.
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Independent of how you set them, it's possible to use multiple viewports and scissor rectangles on some graphics cards, so the structure members reference an array of them.
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Using multiple requires enabling a GPU feature (see logical device creation).
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== Rasterizer

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