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author | tcmal <me@aria.rip> | 2024-08-25 17:44:24 +0100 |
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committer | tcmal <me@aria.rip> | 2024-08-25 17:44:24 +0100 |
commit | f84ec1a3e077fa0f2e9cd310b6e32e81f1bc1129 (patch) | |
tree | e6d49bbbacc9e87e97093729a9387fe779083a76 /stockton-skeleton/src/texture | |
parent | 982c053f3946b53e1d763df71e4ffcb81362e8d3 (diff) |
chore(all): docs fixes
Diffstat (limited to 'stockton-skeleton/src/texture')
-rw-r--r-- | stockton-skeleton/src/texture/repo.rs | 6 |
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> |