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Removed even more repeated code.
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en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.adoc

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@@ -171,30 +171,13 @@ The following modes are available:
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Using any mode other than fill requires enabling a GPU feature.
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[,c++]
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----
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rasterizer.lineWidth = 1.0f;
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----
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The `lineWidth` member is straightforward, it describes the thickness of lines in terms of number of fragments.
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The maximum line width that is supported depends on the hardware and any line thicker than `1.0f` requires you to enable the `wideLines` GPU feature.
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[,c++]
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vk::PipelineRasterizationStateCreateInfo rasterizer({}, vk::False, vk::False, vk::PolygonMode::eFill,
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vk::CullModeFlagBits::eBack, vk::FrontFace::eClockwise);
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The `cullMode` variable determines the type of face culling to use.
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You can disable culling, cull the front faces, cull the back faces or both.
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The `frontFace` variable specifies the vertex order for the faces to be considered front-facing and can be clockwise or counterclockwise.
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[,c++]
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vk::PipelineRasterizationStateCreateInfo rasterizer({}, vk::False, vk::False, vk::PolygonMode::eFill,
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vk::CullModeFlagBits::eBack, vk::FrontFace::eClockwise, vk::False);
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The rasterizer can alter the depth values by adding a constant value or biasing them based on a fragment's slope.
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This is sometimes used for shadow mapping, but we won't be using it.
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Just set `depthBiasEnable` to `VK_FALSE`.

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