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[FIXED] VSG_GREYSCALE_DIFFUSE_MAP typo #244

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merged 1 commit into from
Aug 11, 2023

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siystar
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@siystar siystar commented Aug 11, 2023

Fixed typo in VSG_GREYSCALE_DIFFUSE_MAP ShaderSet define. Matching changes would be needed in vsg/utils/Builder.cpp and shader blobs included by vsg/utils/ShaderSet.cpp (how to re-generate them?).

@robertosfield robertosfield merged commit e95ca96 into vsg-dev:master Aug 11, 2023
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siystar commented Aug 12, 2023

@robertosfield We will need to update code in vsg-dev/VulkanSceneGraph to match this PR's changes. What is the recommended way to re-generate the binary ShaderSet files in the VSG source tree?

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I have a script that runs vsgshaderset for the various shader set combinations with the setting required to rebuild the most common variants. I don't have this script on my laptop so will post this once I'm back on my main desktop system. Longer term it might be something to put in CMake.

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As a first step I've encoded the shell script I use to rebuild the built-in ShaderSets:
vsg-dev/VulkanSceneGraph@f903b1e

I ran this to update built-in ShaderSets which is reflected in the commit:
vsg-dev/VulkanSceneGraph@f903b1e

I think a good refinement of this would be to put support into vsgshaderset for loading all files from a directory and it's sub-directories so we can remove the find and xargs usage. Making the path to the directory glTF-Sample-Models, and control the other options passed to vsgshaderset would also make sense.

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