@@ -146,11 +146,12 @@ void createDescriptorSetLayout() {
146146```
147147
148148The first two fields specify the ` binding ` used in the shader and the type of
149- descriptor, which is a uniform buffer. It is possible for a uniform buffer
150- descriptor to be an array of data, and ` descriptorCount ` specifies the number of
151- values in the array. This could be used to specify a transformation for each of
152- the bones in a skeleton for skeletal animation, for example. Our MVP
153- transformation is a single object, so we're using a ` descriptorCount ` of ` 1 ` .
149+ descriptor, which is a uniform buffer object. It is possible for the shader
150+ variable to represent an array of uniform buffer objects, and ` descriptorCount `
151+ specifies the number of values in the array. This could be used to specify a
152+ transformation for each of the bones in a skeleton for skeletal animation, for
153+ example. Our MVP transformation is in a single uniform buffer object, so we're
154+ using a ` descriptorCount ` of ` 1 ` .
154155
155156``` c++
156157uboLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
@@ -380,4 +381,4 @@ transformation data.
380381
381382[C++ code](/code/descriptor_layout.cpp) /
382383[Vertex shader](/code/shader_ubo.vert) /
383- [Fragment shader](/code/shader_ubo.frag)
384+ [Fragment shader](/code/shader_ubo.frag)
0 commit comments