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1.
auto graphicsPipelineStates = vsg::GraphicsPipelineStates{
vertexInputState,
inputAssemblyState,
rasterizationState,
colorBlendState,
vsg::MultisampleState::create(),
depthStencilState};
auto stateGroup = vsg::StateGroup::create();
stateGroup->add(vsg::BindGraphicsPipeline::create(graphicsPipelineStates ));
stateGroup->addChild(vertexDraw1);
stateGroup->addChild(vertexDraw2);
....
2. auto stateGroup = vsg::StateGroup::create();
auto gpConf = vsg::GraphicsPipelineConfigurator::create(shaderSet);
gpConf->init();
gpConf->copyTo(stateGroup);
stateGroup->addChild(vertexDraw1);
stateGroup->addChild(vertexDraw2);
stateGroup->addChild(...)
In the first way, adding multiple VertexDraws in the same StateGroup showed up fine, but adding multiple VertexDraws in the second way showed an error and the program was stuck
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In the first way, adding multiple VertexDraws in the same StateGroup showed up fine, but adding multiple VertexDraws in the second way showed an error and the program was stuck
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