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Expand Up @@ -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.
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