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Fix vertex buffer/shader mixup
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en/04_Vertex_buffers/03_Index_buffer.md

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@@ -148,7 +148,7 @@ vkCmdDrawIndexed(commandBuffer, static_cast<uint32_t>(indices.size()), 1, 0, 0,
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A call to this function is very similar to `vkCmdDraw`. The first two parameters
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specify the number of indices and the number of instances. We're not using
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instancing, so just specify `1` instance. The number of indices represents the
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number of vertices that will be passed to the vertex buffer. The next parameter
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number of vertices that will be passed to the vertex shader. The next parameter
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specifies an offset into the index buffer, using a value of `1` would cause the
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graphics card to start reading at the second index. The second to last parameter
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specifies an offset to add to the indices in the index buffer. The final

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