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Tutorial00_HelloLinux/src Expand file tree Collapse file tree Original file line number Diff line number Diff line change @@ -252,8 +252,9 @@ class Tutorial00App
252252 ShaderCreateInfo ShaderCI;
253253 // Tell the system that the shader source code is in HLSL.
254254 // For OpenGL, the engine will convert this into GLSL behind the scene
255- ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
256- ShaderCI.UseCombinedTextureSamplers = true ;
255+ ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
256+ // OpenGL backend requires emulated combined HLSL texture samplers (g_Texture + g_Texture_sampler combination)
257+ ShaderCI.Desc .UseCombinedTextureSamplers = true ;
257258 // Create vertex shader
258259 RefCntAutoPtr<IShader> pVS;
259260 {
Original file line number Diff line number Diff line change @@ -46,7 +46,7 @@ instance transformations in the TLAS without the need to rebuild BLASes that rep
4646### Creating Bottom-level Acceleration Structures
4747
4848There are two types of geometries that a BLAS can contain: triangle geometry or procedural.
49- Triangle geomtery is represented by a conventional set of vertices and indices.
49+ Triangle geometry is represented by a conventional set of vertices and indices.
5050Procedural geometry requires an application to define a special type of shader that determines
5151how a ray intersects the object. That shader can implement any custom algorithm, but is more
5252expensive than a built-in ray-triangle intersection test.
Original file line number Diff line number Diff line change @@ -31,7 +31,8 @@ set(ASSETS ${PSO_ARCHIVE})
3131add_sample_app ("Tutorial25_StatePackager" "DiligentSamples/Tutorials" "${SOURCE} " "${INCLUDE} " "${SHADERS} " "${ASSETS} " )
3232
3333set (DEVICE_FLAGS --dx11 --dx12)
34- if (NOT ${DILIGENT_NO_HLSL} )
34+ # Compute shaders are not supported in OpenGL on MacOS
35+ if (NOT ${DILIGENT_NO_HLSL} AND NOT PLATFORM_MACOS)
3536 list (APPEND DEVICE_FLAGS --opengl)
3637endif ()
3738if ((NOT ${DILIGENT_NO_GLSLANG} ) AND (NOT ${DILIGENT_NO_HLSL} ))
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