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fixed #241
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@@ -500,7 +500,7 @@ namespace GAPI {
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void bind(const MeshRange &range) const {
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void bind(const MeshRange &range) const {
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UINT stride = sizeof(Vertex);
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UINT stride = sizeof(Vertex);
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UINT offset = 0;//range.vStart * stride;
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UINT offset = 0;//range.vStart * stride;
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deviceContext->IASetIndexBuffer(IB, DXGI_FORMAT_R16_UINT, 0);
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deviceContext->IASetIndexBuffer(IB, sizeof(Index) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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deviceContext->IASetVertexBuffers(0, 1, &VB, &stride, &offset);
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deviceContext->IASetVertexBuffers(0, 1, &VB, &stride, &offset);
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}
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}
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@@ -401,7 +401,7 @@ namespace GAPI {
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uint32 usage = D3DUSAGE_WRITEONLY | (dynamic ? D3DUSAGE_DYNAMIC : 0);
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uint32 usage = D3DUSAGE_WRITEONLY | (dynamic ? D3DUSAGE_DYNAMIC : 0);
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D3DPOOL pool = dynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
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D3DPOOL pool = dynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
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D3DCHECK(device->CreateIndexBuffer (iCount * sizeof(Index), usage, D3DFMT_INDEX16, pool, &IB, NULL));
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D3DCHECK(device->CreateIndexBuffer (iCount * sizeof(Index), usage, sizeof(Index) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, pool, &IB, NULL));
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D3DCHECK(device->CreateVertexBuffer (vCount * sizeof(Vertex), usage, D3DFMT_UNKNOWN, pool, &VB, NULL));
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D3DCHECK(device->CreateVertexBuffer (vCount * sizeof(Vertex), usage, D3DFMT_UNKNOWN, pool, &VB, NULL));
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update(indices, iCount, vertices, vCount);
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update(indices, iCount, vertices, vCount);
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