Multitexturing fix
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@ -58,7 +58,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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}
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// Set the initial position of the camera.
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m_Camera->SetPosition(0.0f, 2.0f, -12.0f);
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m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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// Create and initialize the texture shader object.
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@ -115,7 +115,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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}
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// Set the file name of the model.
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strcpy_s(modelFilename, "plane.txt");
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strcpy_s(modelFilename, "cube.txt");
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// Set the file name of the textures.
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strcpy_s(textureFilename1, "stone01.tga");
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@ -362,9 +362,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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lightPosition[i] = m_Lights[i].GetPosition();
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}
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// Render the model using the multitexture shader.
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result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1));
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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@ -396,6 +394,10 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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return false;
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}
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// Render the model using the multitexture shader.
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result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1));
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// Turn the Z buffer back on now that all 2D rendering has completed.
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m_Direct3D->TurnZBufferOn();
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