Async asset loading
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@@ -420,9 +420,9 @@ pub fn clearDepth() void {
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sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
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}
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pub fn drawMesh(mesh: Mesh, texture: Assets.Texture, transform: Transform) void {
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pub fn drawMesh(mesh: Mesh, texture: *Assets.Texture, transform: Transform) void {
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if (Graphics.render_pass == null) return;
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const asset_texture = Assets.get(texture) orelse return;
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const asset_texture = texture.get() orelse return;
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sdl.PushGPUVertexUniformData(Graphics.command_buffer, 1, &transform.matrix(), 16 * 4);
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sdl.BindGPUFragmentSamplers(Graphics.render_pass, 0, &sdl.GPUTextureSamplerBinding{
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