pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &meshBuffer);
m_renderTargetCount = 2;
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &meshBuffer);
+ descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &indexBuffer);
+
m_memoryRefManager.AddMemoryRef(&meshBuffer);
m_memoryRefManager.AddMemoryRef(&indexBuffer);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AppendDummy();
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
m_memoryRefManager.AddRTMemoryRefs(m_renderTargets, m_renderTargetCount);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
+ // descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &meshBuffer); // TODO: Why does this break images??
descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &mvpBuffer);
descriptorSet.AppendSamplerTexture(&sampler, &texture);