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Typo fix in Tutorial.md #3

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2 changes: 1 addition & 1 deletion doc/Tutorial.md
Original file line number Diff line number Diff line change
Expand Up @@ -138,7 +138,7 @@ nvrhi::FramebufferHandle framebuffer = nvrhiDevice->createFramebuffer(framebuffe

Note that on D3D12 and Vulkan, the application sees multiple swap chain images, so there will be multiple framebuffer objects, too. The good news is that while a graphics pipeline needs a framebuffer to be created, it doesn't have to be used with the exact same framebuffer, so there is no need to create a pipeline per swap chain image. The framebuffer used to draw with a particular pipeline only needs to be compatible with the framebuffer used to create the pipeline, which means the `getFramebufferInfo()` functions of the two framebuffers need to return identical structures: that includes the dimensions and the formats of all render targets, and the sample count.

Finally, the pipeline will need to bind some resources, such as constant buffers and textures. We need to declare which resources will be bound to which shader binding slots using a "binding layout" object. For example, let's say our vertex shader will need the view-projection matrix at constant buffer slot b0, and the pixel shader will need the texture at texture slot t0. We'll declare both items in the same layout, visible to all shader stages for simplicity. If necessary, a pipeline can use multiple layout with different visibility masks to separate the bindings.
Finally, the pipeline will need to bind some resources, such as constant buffers and textures. We need to declare which resources will be bound to which shader binding slots using a "binding layout" object. For example, let's say our vertex shader will need the view-projection matrix at constant buffer slot b0, and the pixel shader will need the texture at texture slot t0. We'll declare both items in the same layout, visible to all shader stages for simplicity. If necessary, a pipeline can use multiple layouts with different visibility masks to separate the bindings.

```c++
auto layoutDesc = nvrhi::BindingLayoutDesc()
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