diff --git a/base/VulkanFrameBuffer.hpp b/base/VulkanFrameBuffer.hpp index 4180a67c2..d21c02cd4 100644 --- a/base/VulkanFrameBuffer.hpp +++ b/base/VulkanFrameBuffer.hpp @@ -195,7 +195,6 @@ namespace vks imageView.viewType = (createinfo.layerCount == 1) ? VK_IMAGE_VIEW_TYPE_2D : VK_IMAGE_VIEW_TYPE_2D_ARRAY; imageView.format = createinfo.format; imageView.subresourceRange = attachment.subresourceRange; - //todo: workaround for depth+stencil attachments imageView.subresourceRange.aspectMask = (attachment.hasDepth()) ? VK_IMAGE_ASPECT_DEPTH_BIT : aspectMask; imageView.image = attachment.image; VK_CHECK_RESULT(vkCreateImageView(vulkanDevice->logicalDevice, &imageView, nullptr, &attachment.view)); diff --git a/examples/indirectdraw/indirectdraw.cpp b/examples/indirectdraw/indirectdraw.cpp index 86b8f546a..ced8d3c70 100644 --- a/examples/indirectdraw/indirectdraw.cpp +++ b/examples/indirectdraw/indirectdraw.cpp @@ -349,8 +349,7 @@ class VulkanExample : public VulkanExampleBase VkDrawIndexedIndirectCommand indirectCmd{}; indirectCmd.instanceCount = OBJECT_INSTANCE_COUNT; indirectCmd.firstInstance = m * OBJECT_INSTANCE_COUNT; - // @todo: Multiple primitives - // A glTF node may consist of multiple primitives, so we may have to do multiple commands per mesh + // A glTF node may consist of multiple primitives, but for this saample we only care for the first primitive indirectCmd.firstIndex = node->mesh->primitives[0]->firstIndex; indirectCmd.indexCount = node->mesh->primitives[0]->indexCount; diff --git a/examples/raytracingshadows/raytracingshadows.cpp b/examples/raytracingshadows/raytracingshadows.cpp index f0ea25f2e..6a575ade2 100644 --- a/examples/raytracingshadows/raytracingshadows.cpp +++ b/examples/raytracingshadows/raytracingshadows.cpp @@ -201,7 +201,6 @@ class VulkanExample : public VulkanRaytracingSample &primitive_count, &accelerationStructureBuildSizesInfo); - // @todo: as return value? createAccelerationStructure(topLevelAS, VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR, accelerationStructureBuildSizesInfo); // Create a small scratch buffer used during build of the top level acceleration structure diff --git a/examples/texturemipmapgen/texturemipmapgen.cpp b/examples/texturemipmapgen/texturemipmapgen.cpp index dc7108870..734d3a8e2 100644 --- a/examples/texturemipmapgen/texturemipmapgen.cpp +++ b/examples/texturemipmapgen/texturemipmapgen.cpp @@ -506,7 +506,6 @@ class VulkanExample : public VulkanExampleBase { uniformData.projection = camera.matrices.perspective; uniformData.view = camera.matrices.view; - // @todo: paused uniformData.model = glm::rotate(glm::mat4(1.0f), glm::radians(timer * 360.0f), glm::vec3(1.0f, 0.0f, 0.0f)); uniformData.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f); memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData)); diff --git a/examples/vertexattributes/vertexattributes.h b/examples/vertexattributes/vertexattributes.h index 344fde556..7e16dafb9 100644 --- a/examples/vertexattributes/vertexattributes.h +++ b/examples/vertexattributes/vertexattributes.h @@ -83,7 +83,6 @@ class VulkanExample : public VulkanExampleBase } vertexAttributeBuffers; // Buffers for the separate vertex attributes - // @todo: rename struct SeparateVertexBuffers { vks::Buffer pos, normal, uv, tangent; } separateVertexBuffers;