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Rename render pass and framebuffers chapter to dynamic rendering (#408)
* Rename chapter It does no longer refer to render passes, but dynamic rendering instead * Rename chapter It does no longer refer to render passes, but dynamic rendering instead
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antora/modules/ROOT/nav.adoc

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*** xref:03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[Introduction]
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*** xref:03_Drawing_a_triangle/02_Graphics_pipeline_basics/01_Shader_modules.adoc[Shader modules]
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*** xref:03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc[Fixed functions]
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*** xref:03_Drawing_a_triangle/02_Graphics_pipeline_basics/03_Render_passes.adoc[Render passes]
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*** xref:03_Drawing_a_triangle/02_Graphics_pipeline_basics/03_Dynamic_rendering.adoc[Dynamic rendering]
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*** xref:03_Drawing_a_triangle/02_Graphics_pipeline_basics/04_Conclusion.adoc[Conclusion]
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** xref:03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc[Drawing]
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*** xref:03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc[Framebuffers]
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** xref:03_Drawing_a_triangle/03_Drawing/00_Dynamic_rendering.adoc[Drawing]
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*** xref:03_Drawing_a_triangle/03_Drawing/00_Dynamic_rendering.adoc[Dynamic rendering]
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*** xref:03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc[Command buffers]
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*** xref:03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[Rendering and presentation]
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*** xref:03_Drawing_a_triangle/03_Drawing/03_Frames_in_flight.adoc[Frames in flight]

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc

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@@ -312,7 +312,7 @@ That's it for all the fixed-function state!
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It's a lot of work to set all of this up from scratch, but the advantage is that we're now nearly fully aware of everything that is going on in the graphics pipeline!
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This reduces the chance of running into unexpected behavior because the default state of certain components is not what you expect.
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There is, however, one more object to create before we can finally create the graphics pipeline, and that is a xref:./03_Render_passes.adoc[render pass].
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In the xref:./03_Dynamic_rendering.adoc[next step] we will set up dynamic rendering to tell the graphics pipeline what and how attachments will be used.
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link:/attachments/10_fixed_functions.cpp[C{pp} code] /
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link:/attachments/09_shader_base.slang[Slang shader] /

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/03_Render_passes.adoc renamed to en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/03_Dynamic_rendering.adoc

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en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/04_Conclusion.adoc

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Now run your program to confirm that all this hard work has resulted in a successful pipeline creation!
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We are already getting quite close to seeing something pop up on the screen.
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In the xref:/03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc[next couple of chapters,]
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we'll set up the actual framebuffers from the swap chain images and prepare the drawing commands.
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In the xref:/03_Drawing_a_triangle/03_Drawing/00_Dynamic_rendering.adoc[next couple of chapters,]
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we'll set up dynamic rendering for the swap chain images and prepare the drawing commands.
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link:/attachments/12_graphics_pipeline_complete.cpp[C{pp} code] /
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link:/attachments/09_shader_base.slang[Slang shader] /

en/03_Drawing_a_triangle/03_Drawing/00_Framebuffers.adoc renamed to en/03_Drawing_a_triangle/03_Drawing/00_Dynamic_rendering.adoc

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en/courses/18_Ray_tracing/01_Dynamic_rendering.adoc

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commandBuffers[frameIndex].beginRendering(renderingInfo);
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----
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For more context, refer to the previous tutorial xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/03_Render_passes.adoc[chapter].
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For more context, refer to the previous tutorial xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/03_Dynamic_rendering.adoc[chapter].
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=== Dynamic rendering with RenderDoc
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