diff --git a/docs/TROUBLESHOOTING.md b/docs/TROUBLESHOOTING.md index 3bddece..b7a79bd 100644 --- a/docs/TROUBLESHOOTING.md +++ b/docs/TROUBLESHOOTING.md @@ -57,7 +57,7 @@ vulkaninfo # verify installation **Symptom:** Program crashes with a surface lost error during rendering. -**Cause:** Display server restarted or GPU context was reset. The [Surface](concepts/GLOSSARY.md#surface) is permanently invalidated. +**Cause:** Display server restarted or GPU context was reset. The [Surface](concepts/GLOSSARY.md#Surface) is permanently invalidated. **Fix:** In the tutorial, this means the window needs to be reopened. In production code, handle the `Lost` variant of `CurrentSurfaceTexture` by recreating the surface via `Instance::create_surface()`. @@ -108,7 +108,7 @@ fn exiting(&mut self, event_loop_ctl: &ActiveEventLoop) { **Symptom:** Triangle renders but is a single uniform color instead of smoothly blending. -**Cause:** Fragment shader returns a constant color instead of passing through `input.vertex_color`. The [rasterizer](concepts/GLOSSARY.md#rasterizer) interpolates vertex colors automatically, but only if the fragment shader uses them. +**Cause:** Fragment shader returns a constant color instead of passing through `input.vertex_color`. The [rasterizer](concepts/GLOSSARY.md#Rasterizer) interpolates vertex colors automatically, but only if the fragment shader uses them. **Fix:** Ensure fragment shader returns the interpolated vertex color: ```wgsl