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-rw-r--r--stockton-skeleton/src/buffers/image.rs30
-rw-r--r--stockton-skeleton/src/mem.rs2
-rw-r--r--stockton-skeleton/src/queue_negotiator.rs2
-rw-r--r--stockton-skeleton/src/texture/repo.rs6
4 files changed, 21 insertions, 19 deletions
diff --git a/stockton-skeleton/src/buffers/image.rs b/stockton-skeleton/src/buffers/image.rs
index 820561f..85587a8 100644
--- a/stockton-skeleton/src/buffers/image.rs
+++ b/stockton-skeleton/src/buffers/image.rs
@@ -2,20 +2,22 @@
//! This is useful for most types of images.
//! ```rust
//! # use anyhow::Result;
-//! # use crate::{mem::DrawAttachments, context::RenderingContext};
-//! fn create_depth_buffer(
-//! context: &mut RenderingContext,
-//! ) -> Result<BoundImageView<DrawAttachments>> {
-//! BoundImageView::from_context(
-//! context,
-//! &ImageSpec {
-//! width: 10,
-//! height: 10,
-//! format: Format::D32Sfloat,
-//! usage: Usage::DEPTH_STENCIL_ATTACHMENT,
-//! },
-//! )
-//! }
+//! # use stockton_skeleton::{mem::DepthBufferPool, context::RenderingContext, buffers::image::{BoundImageView, ImageSpec}};
+//! # use gfx_hal::{format::Format, image::Usage};
+//! # fn create_depth_buffer(
+//! # context: &mut RenderingContext,
+//! # ) -> Result<BoundImageView<DepthBufferPool>> {
+//! BoundImageView::from_context(
+//! context,
+//! &ImageSpec {
+//! width: 10,
+//! height: 10,
+//! format: Format::D32Sfloat,
+//! usage: Usage::DEPTH_STENCIL_ATTACHMENT,
+//! resources: stockton_skeleton::buffers::image::COLOR_RESOURCES
+//! },
+//! )
+//! # }
/// ```
use std::mem::ManuallyDrop;
diff --git a/stockton-skeleton/src/mem.rs b/stockton-skeleton/src/mem.rs
index 7c31712..0c8f6aa 100644
--- a/stockton-skeleton/src/mem.rs
+++ b/stockton-skeleton/src/mem.rs
@@ -1,7 +1,7 @@
//! Used to represent access different memory 'pools'.
//! Ideally, each pool is optimised for a specific use case.
//! You can implement your own pools using whatever algorithm you'd like. You just need to implement [`MemoryPool`] and optionally [`Block`], then access it
-//! using [`RenderingContext.pool_allocator`]
+//! using `RenderingContext.alloc`
//! Alternatively, some default memory pools are availble when the feature `rendy_pools` is used (on by default).
use crate::{
diff --git a/stockton-skeleton/src/queue_negotiator.rs b/stockton-skeleton/src/queue_negotiator.rs
index 765516b..23dad0c 100644
--- a/stockton-skeleton/src/queue_negotiator.rs
+++ b/stockton-skeleton/src/queue_negotiator.rs
@@ -25,7 +25,7 @@
//! # fn init(
//! # context: &mut RenderingContext,
//! # ) -> Result<()> {
-//! let queue = context.queue_negotiator_mut().get_queue::<TexLoadQueue>()?;
+//! let queue = context.get_queue::<TexLoadQueue>()?;
//! // ...
//! # Ok(())
//! # }
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>