From f84ec1a3e077fa0f2e9cd310b6e32e81f1bc1129 Mon Sep 17 00:00:00 2001 From: tcmal Date: Sun, 25 Aug 2024 17:44:24 +0100 Subject: chore(all): docs fixes --- stockton-skeleton/src/texture/repo.rs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'stockton-skeleton/src/texture') 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 -- cgit v1.2.3