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[update] doc examples to be ignored.
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4 files changed

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-6
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4 files changed

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crates/lambda-rs/src/render/bind.rs

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@@ -116,7 +116,7 @@ impl BindGroup {
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/// Builder for creating a bind group layout with uniform buffer bindings.
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///
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/// Example
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/// ```rust
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/// ```rust,ignore
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/// // One static camera UBO at binding 0 and one dynamic model UBO at 1.
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/// // Visible in both vertex and fragment stages.
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/// use lambda::render::bind::{BindGroupLayoutBuilder, BindingVisibility};
@@ -211,7 +211,7 @@ impl BindGroupLayoutBuilder {
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/// Builder for creating a bind group for a previously built layout.
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///
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/// Example
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/// ```rust
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/// ```rust,ignore
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/// // Assume `camera_ubo` and `model_ubo` are created `UniformBuffer<T>`.
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/// // Bind them to match the layout: camera at 0, model at 1 with dynamic offset.
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/// use lambda::render::bind::BindGroupBuilder;

crates/lambda-rs/src/render/buffer.rs

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@@ -165,7 +165,7 @@ impl Buffer {
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/// is CPU‑visible by default for direct queue writes.
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///
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/// Example
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/// ```rust
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/// ```rust,ignore
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/// // Model‑view‑projection updated every frame
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/// #[repr(C)]
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/// #[derive(Clone, Copy)]
@@ -223,7 +223,7 @@ impl<T: Copy> UniformBuffer<T> {
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/// visibility is requested.
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///
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/// Example (vertex buffer)
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/// ```rust
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/// ```rust,ignore
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/// use lambda::render::buffer::{BufferBuilder, Usage, Properties, BufferType};
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/// let vertices: Vec<Vertex> = build_vertices();
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/// let vb = BufferBuilder::new()

crates/lambda-rs/src/render/pipeline.rs

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@@ -14,7 +14,7 @@
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//! - Supply a vertex shader and optional fragment shader compiled to SPIR‑V.
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//!
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//! Example
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//! ```rust
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//! ```rust,ignore
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//! // Single vertex buffer with position/color; one push constant range for the vertex stage
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//! use lambda::render::pipeline::{RenderPipelineBuilder, PipelineStage, CullingMode};
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//! let pipeline = RenderPipelineBuilder::new()

crates/lambda-rs/src/render/shader.rs

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@@ -19,7 +19,7 @@ pub use lambda_platform::shader::{
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/// Reusable compiler for turning virtual shaders into SPIR‑V modules.
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///
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/// Example
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/// ```rust
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/// ```rust,no_run
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/// use lambda_platform::shader::{VirtualShader, ShaderKind};
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/// use lambda::render::shader::ShaderBuilder;
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/// let vs = VirtualShader::File {

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