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authortcmal <me@aria.rip>2024-08-25 17:44:24 +0100
committertcmal <me@aria.rip>2024-08-25 17:44:24 +0100
commitf84ec1a3e077fa0f2e9cd310b6e32e81f1bc1129 (patch)
treee6d49bbbacc9e87e97093729a9387fe779083a76 /stockton-skeleton/src/texture
parent982c053f3946b53e1d763df71e4ffcb81362e8d3 (diff)
chore(all): docs fixes
Diffstat (limited to 'stockton-skeleton/src/texture')
-rw-r--r--stockton-skeleton/src/texture/repo.rs6
1 files changed, 3 insertions, 3 deletions
diff --git a/stockton-skeleton/src/texture/repo.rs b/stockton-skeleton/src/texture/repo.rs
index 4591f17..22fc099 100644
--- a/stockton-skeleton/src/texture/repo.rs
+++ b/stockton-skeleton/src/texture/repo.rs
@@ -34,9 +34,9 @@ pub const BLOCK_SIZE: usize = 8;
/// This assumes each texture has a numeric id, and will group them into blocks of `[BLOCK_SIZE]`,
/// yielding descriptor sets with that many samplers and images.
/// You only need to supply a [`super::resolver::TextureResolver`] and create one from the main thread.
-/// Then, use [`get_ds_layout`] in your graphics pipeline.
-/// Make sure to call [`process_responses`] every frame.
-/// Then, whenever you draw, use [`attempt_get_descriptor_set`] to see if that texture has finished loading,
+/// Then, use [`self::TextureRepo::get_ds_layout`] in your graphics pipeline.
+/// Make sure to call [`self::TextureRepo::process_responses`] every frame, or at least often.
+/// Then, whenever you draw, use [`self::TextureRepo::attempt_get_descriptor_set`] to see if that texture has finished loading,
/// or `queue_load` to start loading it ASAP.
pub struct TextureRepo<TP, SP>