diff --git a/en/03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc b/en/03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc index b51c5f96..577531df 100644 --- a/en/03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc +++ b/en/03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc @@ -273,7 +273,7 @@ We can now bind the graphics pipeline: commandBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, graphicsPipeline); ---- -The second parameter specifies if the pipeline object is a graphics or compute pipeline. +The first parameter specifies if the pipeline object is a graphics or compute pipeline. We've now told Vulkan which operations to execute in the graphics pipeline and which attachment to use in the fragment shader. As noted in the link:../02_Graphics_pipeline_basics/02_Fixed_functions.md#dynamic-state[fixed functions chapter], we did specify viewport and scissor state for this pipeline to be dynamic.