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Fixed a few minor issues with tutorials
1 parent 94566ef commit 341afc2

3 files changed

Lines changed: 6 additions & 4 deletions

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Tutorials/Tutorial00_HelloLinux/src/Tutorial00_HelloLinux.cpp

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@@ -252,8 +252,9 @@ class Tutorial00App
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ShaderCreateInfo ShaderCI;
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// Tell the system that the shader source code is in HLSL.
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// For OpenGL, the engine will convert this into GLSL behind the scene
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ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
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ShaderCI.UseCombinedTextureSamplers = true;
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ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
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// OpenGL backend requires emulated combined HLSL texture samplers (g_Texture + g_Texture_sampler combination)
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ShaderCI.Desc.UseCombinedTextureSamplers = true;
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// Create vertex shader
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RefCntAutoPtr<IShader> pVS;
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{

Tutorials/Tutorial21_RayTracing/readme.md

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@@ -46,7 +46,7 @@ instance transformations in the TLAS without the need to rebuild BLASes that rep
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### Creating Bottom-level Acceleration Structures
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There are two types of geometries that a BLAS can contain: triangle geometry or procedural.
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Triangle geomtery is represented by a conventional set of vertices and indices.
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Triangle geometry is represented by a conventional set of vertices and indices.
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Procedural geometry requires an application to define a special type of shader that determines
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how a ray intersects the object. That shader can implement any custom algorithm, but is more
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expensive than a built-in ray-triangle intersection test.

Tutorials/Tutorial25_StatePackager/CMakeLists.txt

Lines changed: 2 additions & 1 deletion
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@@ -31,7 +31,8 @@ set(ASSETS ${PSO_ARCHIVE})
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add_sample_app("Tutorial25_StatePackager" "DiligentSamples/Tutorials" "${SOURCE}" "${INCLUDE}" "${SHADERS}" "${ASSETS}")
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set(DEVICE_FLAGS --dx11 --dx12)
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if (NOT ${DILIGENT_NO_HLSL})
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# Compute shaders are not supported in OpenGL on MacOS
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if (NOT ${DILIGENT_NO_HLSL} AND NOT PLATFORM_MACOS)
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list(APPEND DEVICE_FLAGS --opengl)
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endif()
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if((NOT ${DILIGENT_NO_GLSLANG}) AND (NOT ${DILIGENT_NO_HLSL}))

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