Comments (2)
I think this could be a typo in the book or we changed something in the implementation after we wrote the chapter and forgot to update it. The code is correct, if you restored the negative sign the rendering will be wrong.
from mastering-graphics-programming-with-vulkan.
Related Issues (20)
- debug_mesh pipeline validation error. HOT 2
- Zero size framebuffer if dynamic rendering not available. (Chapter 7) HOT 2
- Transfer capability is implied for graphics and compute queues HOT 1
- Issues with RX6600 HOT 17
- usability issue: the camera rotated when drag the imgui's window in demo chapter1 HOT 2
- a little confused HOT 3
- Mac version HOT 1
- Exits directly HOT 5
- No rule to make target 'chapter1' HOT 3
- Shader compilation on linux is broken HOT 2
- Loading gltf files bug makes it impossible to open gltf files HOT 2
- Compilation of IMGUI shader, and IMGUI render pass not working on Linux HOT 14
- replace "SDL2::SDL2" with "${SDL2_LIBRARIES}" in all 15 CMakeLists.txt files HOT 4
- So much differences in code between chapter 1 and 2, undocumented HOT 2
- why can't I compile in my macOS? with Arm M3 HOT 2
- Question about frustum aligned 3D texture HOT 3
- Issue with renderdoc capture from Chapter 11 HOT 2
- Can't run chapters 8,9,10,11,13,14 on Windows with the same error. HOT 3
- Transfer Synchronization HOT 4
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from mastering-graphics-programming-with-vulkan.