Rename an unnecessarily long variable
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dac8f24568
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f1517a2166
1 changed files with 20 additions and 20 deletions
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@ -13,33 +13,33 @@ class Terrain: NSObject {
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/// Create a Metal vertex descriptor specifying how vertices will by laid out for input into our render pipeline and how we'll layout our Model IO vertices.
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class func buildVertexDescriptor() -> MTLVertexDescriptor {
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let mtlVertexDescriptor = MTLVertexDescriptor()
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let desc = MTLVertexDescriptor()
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mtlVertexDescriptor.attributes[VertexAttribute.position.rawValue].format = .float3
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mtlVertexDescriptor.attributes[VertexAttribute.position.rawValue].offset = 0
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mtlVertexDescriptor.attributes[VertexAttribute.position.rawValue].bufferIndex = BufferIndex.meshPositions.rawValue
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desc.attributes[VertexAttribute.position.rawValue].format = .float3
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desc.attributes[VertexAttribute.position.rawValue].offset = 0
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desc.attributes[VertexAttribute.position.rawValue].bufferIndex = deschPositions.rawValue
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mtlVertexDescriptor.attributes[VertexAttribute.texcoord.rawValue].format = .float2
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mtlVertexDescriptor.attributes[VertexAttribute.texcoord.rawValue].offset = 0
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mtlVertexDescriptor.attributes[VertexAttribute.texcoord.rawValue].bufferIndex = BufferIndex.meshGenerics.rawValue
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desc.attributes[VertexAttribute.texcoord.rawValue].format = .float2
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desc.attributes[VertexAttribute.texcoord.rawValue].offset = 0
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desc.attributes[VertexAttribute.texcoord.rawValue].bufferIndex = deschGenerics.rawValue
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mtlVertexDescriptor.attributes[VertexAttribute.gridCoord.rawValue].format = .uint2
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mtlVertexDescriptor.attributes[VertexAttribute.gridCoord.rawValue].offset = 0
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mtlVertexDescriptor.attributes[VertexAttribute.gridCoord.rawValue].bufferIndex = BufferIndex.meshGridCoords.rawValue
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desc.attributes[VertexAttribute.gridCoord.rawValue].format = .uint2
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desc.attributes[VertexAttribute.gridCoord.rawValue].offset = 0
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desc.attributes[VertexAttribute.gridCoord.rawValue].bufferIndex = deschGridCoords.rawValue
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mtlVertexDescriptor.layouts[BufferIndex.meshPositions.rawValue].stride = 12
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mtlVertexDescriptor.layouts[BufferIndex.meshPositions.rawValue].stepRate = 1
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mtlVertexDescriptor.layouts[BufferIndex.meshPositions.rawValue].stepFunction = .perVertex
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desc.layouts[BufferIndex.meshPositions.rawValue].stride = 12
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desc.layouts[BufferIndex.meshPositions.rawValue].stepRate = 1
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desc.layouts[BufferIndex.meshPositions.rawValue].stepFunction = .perVertex
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mtlVertexDescriptor.layouts[BufferIndex.meshGenerics.rawValue].stride = 8
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mtlVertexDescriptor.layouts[BufferIndex.meshGenerics.rawValue].stepRate = 1
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mtlVertexDescriptor.layouts[BufferIndex.meshGenerics.rawValue].stepFunction = .perVertex
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desc.layouts[BufferIndex.meshGenerics.rawValue].stride = 8
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desc.layouts[BufferIndex.meshGenerics.rawValue].stepRate = 1
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desc.layouts[BufferIndex.meshGenerics.rawValue].stepFunction = .perVertex
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mtlVertexDescriptor.layouts[BufferIndex.meshGridCoords.rawValue].stride = MemoryLayout<uint2>.stride
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mtlVertexDescriptor.layouts[BufferIndex.meshGridCoords.rawValue].stepRate = 1
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mtlVertexDescriptor.layouts[BufferIndex.meshGridCoords.rawValue].stepFunction = .perVertex
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desc.layouts[BufferIndex.meshGridCoords.rawValue].stride = MemoryLayout<uint2>.stride
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desc.layouts[BufferIndex.meshGridCoords.rawValue].stepRate = 1
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desc.layouts[BufferIndex.meshGridCoords.rawValue].stepFunction = .perVertex
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return mtlVertexDescriptor
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return desc
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}
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/// Create and condition mesh data to feed into a pipeline using the given vertex descriptor.
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