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Fix typo
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03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.md

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@@ -446,7 +446,7 @@ void drawFrame() {
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By using the modulo (%) operator, we ensure that the frame index loops around after every `MAX_FRAMES_IN_FLIGHT` enqueued frames.
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Although we've not set up the required objects to facilitate processing of multiple frames simultaneously, we still don't actually prevent more than `MAX_FRAMES_IN_FLIGHT` from being submitted. Right now there is only GPU-GPU synchronization and no CPU-GPU synchronization going on to keep track of how the work is going. We may be using the frame #0 objects while frame #0 is still in-flight!
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Although we've now set up the required objects to facilitate processing of multiple frames simultaneously, we still don't actually prevent more than `MAX_FRAMES_IN_FLIGHT` from being submitted. Right now there is only GPU-GPU synchronization and no CPU-GPU synchronization going on to keep track of how the work is going. We may be using the frame #0 objects while frame #0 is still in-flight!
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To perform CPU-GPU synchronization, Vulkan offers a second type of synchronization primitive called *fences*. Fences are similar to semaphores in the sense that they can be signaled and waited for, but this time we actually wait for them in our own code. We'll first create a fence for each frame:
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