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Remove whitespace
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source/main.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -77,7 +77,7 @@ struct ShaderDataBuffer {
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std::array<ShaderDataBuffer, maxFramesInFlight> shaderDataBuffers;
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struct Texture {
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VmaAllocation allocation{ VK_NULL_HANDLE };
80-
VkImage image{ VK_NULL_HANDLE };
80+
VkImage image{ VK_NULL_HANDLE };
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VkImageView view{ VK_NULL_HANDLE };
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VkSampler sampler{ VK_NULL_HANDLE };
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};
@@ -210,7 +210,7 @@ int main()
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Vertex v{
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.pos = { attrib.vertices[index.vertex_index * 3], -attrib.vertices[index.vertex_index * 3 + 1], attrib.vertices[index.vertex_index * 3 + 2] },
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.normal = { attrib.normals[index.normal_index * 3], -attrib.normals[index.normal_index * 3 + 1], attrib.normals[index.normal_index * 3 + 2] },
213-
.uv = { attrib.texcoords[index.texcoord_index * 2], 1.0 - attrib.texcoords[index.texcoord_index * 2 + 1] }
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.uv = { attrib.texcoords[index.texcoord_index * 2], 1.0 - attrib.texcoords[index.texcoord_index * 2 + 1] }
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};
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vertices.push_back(v);
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indices.push_back(indices.size());
@@ -436,7 +436,7 @@ int main()
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for (auto i = 0; i < 3; i++) {
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auto instancePos = glm::vec3((float)(i - 1) * 3.0f, 0.0f, 0.0f);
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shaderData.model[i] = glm::translate(glm::mat4(1.0f), instancePos) * glm::mat4_cast(glm::quat(objectRotations[i]));
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}
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}
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memcpy(shaderDataBuffers[frameIndex].mapped, &shaderData, sizeof(ShaderData));
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// Build command buffer
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auto cb = commandBuffers[frameIndex];

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