Skip to content

Commit f1df3d2

Browse files
committed
addressing more comments.
1 parent 5849fa5 commit f1df3d2

File tree

1 file changed

+3
-5
lines changed

1 file changed

+3
-5
lines changed

en/Building_a_Simple_Engine/Camera_Transformations/05_vulkan_integration.adoc

Lines changed: 3 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -12,8 +12,6 @@ Before we dive into the integration, let's briefly introduce the key libraries w
1212

1313
* *GLM* (OpenGL Mathematics): A mathematics library for graphics programming that provides vector and matrix operations similar to GLSL. We use it for all our 3D math operations. [https://github.com/g-truc/glm]
1414

15-
* *Vulkan*: The low-level graphics API we're using for rendering. [https://www.vulkan.org/]
16-
1715
Now that we have a camera system and understand transformation matrices, let's integrate them with our Vulkan application. We'll focus on how to set up uniform buffers for our matrices and update them each frame based on camera movement.
1816

1917
To keep the integration digestible, think of it in five small steps:
@@ -36,9 +34,9 @@ First, we need to define our uniform buffer structure:
3634
[source,cpp]
3735
----
3836
struct UniformBufferObject {
39-
alignas(16) glm::mat4 model;
40-
alignas(16) glm::mat4 view;
41-
alignas(16) glm::mat4 proj;
37+
glm::mat4 model;
38+
glm::mat4 view;
39+
glm::mat4 proj;
4240
};
4341
----
4442

0 commit comments

Comments
 (0)