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Fix byte/bit typo
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07_Depth_buffering.md

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@@ -165,9 +165,9 @@ have a reasonable accuracy, at least 24 bits is common in real-world
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applications. There are several formats that fit this requirement:
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* `VK_FORMAT_D32_SFLOAT`: 32-bit float for depth
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* `VK_FORMAT_D32_SFLOAT_S8_UINT`: 32-bit signed float for depth and 8 byte
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* `VK_FORMAT_D32_SFLOAT_S8_UINT`: 32-bit signed float for depth and 8 bit
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stencil component
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* `VK_FORMAT_D24_UNORM_S8_UINT`: 24-bit float for depth and 8 byte stencil
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* `VK_FORMAT_D24_UNORM_S8_UINT`: 24-bit float for depth and 8 bit stencil
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component
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The stencil component is used for [stencil tests](https://en.wikipedia.org/wiki/Stencil_buffer),
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```c++
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VkFormat findSupportedFormat(const std::vector<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features) {
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}
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```
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@@ -533,4 +533,4 @@ Congratulations, your application is now finally ready to render arbitrary 3D
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geometry and have it look right. We're going to try this out in the next chapter
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by drawing a textured model!
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[Full code listing](/code/depth_buffering.cpp)
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[Full code listing](/code/depth_buffering.cpp)

config.json

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{
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"title": "Vulkan Tutorial",
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"tagline": "Vulkan graphics and compute API tutorial extensively covering all the basic principles.",
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"tagline": "Vulkan graphics and compute API tutorial extensively covering all the basic principles to draw textured 3D models.",
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"author": "Alexander Overvoorde",
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"live": {
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"inherit_index": true,

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