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Merge pull request #70 from KhronosGroup/link_fixes_3
Fix chapter links
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en/03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.adoc

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@@ -207,7 +207,7 @@ graphicsQueue = vk::raii::Queue( device, graphicsIndex, 0 );
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With the logical device and queue handles, we can now actually start using the
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graphics card to do things! In the
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link:../01_Presentation/00_Window_surface.adoc[next few chapters], we'll set
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xref:/03_Drawing_a_triangle/01_Presentation/00_Window_surface.adoc[next few chapters], we'll set
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up the resources to present results to the window system.
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link:/attachments/04_logical_device.cpp[C{pp} code]

en/03_Drawing_a_triangle/01_Presentation/02_Image_views.adoc

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@@ -133,6 +133,6 @@ for (auto image : swapChainImages) {
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An image view is sufficient to start using an image as a texture, but it's not quite ready to be used as a render target just yet.
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That requires one more step, known as a framebuffer.
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In the link:../02_Graphics_pipeline_basics/00_Introduction.adoc[next chapters,] we'll have to set up the graphics pipeline.
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In the xref:/03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[next chapters,] we'll have to set up the graphics pipeline.
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link:/attachments/07_image_views.cpp[C{pp} code]

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/04_Conclusion.adoc

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@@ -88,7 +88,7 @@ The graphics pipeline is required for all common drawing operations.
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Now run your program to confirm that all this hard work has resulted in a successful pipeline creation!
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We are already getting quite close to seeing something pop up on the screen.
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In the link:../03_Drawing/00_Framebuffers.adoc[next couple of chapters,]
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In the xref:/03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc[next couple of chapters,]
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we'll set up the actual framebuffers from the swap chain images and prepare the drawing commands.
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link:/attachments/12_graphics_pipeline_complete.cpp[C{pp} code] / link:/attachments/09_shader_base.vert[Vertex shader] / link:/attachments/09_shader_base.frag[Fragment shader]

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