Patch Update - Clean Comment - V9.3.10
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@@ -17,7 +17,7 @@ DockId=0x00000009,1
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[Window][Terrain]
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Pos=8,27
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Size=250,974
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Size=250,826
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Collapsed=0
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DockId=0x00000007,0
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@@ -46,19 +46,6 @@ public:
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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// ID3D11DeviceContext* deviceContext,
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// int indexCount,
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// XMMATRIX worldMatrix,
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// XMMATRIX viewMatrix,
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// XMMATRIX projectionMatrix,
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// ID3D11ShaderResourceView* front,
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// ID3D11ShaderResourceView* back,
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// ID3D11ShaderResourceView* left,
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// ID3D11ShaderResourceView* right,
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// ID3D11ShaderResourceView* top,
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// ID3D11ShaderResourceView* bottom,
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// XMFLOAT4 sunDiffuseColor
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// );
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private:
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TextureShaderClass* m_TextureShader;
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@@ -1920,6 +1920,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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return false;
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}
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break;
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case ShaderType::TEXTURE:
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result = m_ShaderManager->RenderTextureShader(
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m_Direct3D->GetDeviceContext(),
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@@ -1968,20 +1969,6 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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m_SunLight->GetDirection(),
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m_SunLight->GetIntensity()
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);
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// m_Direct3D->GetDeviceContext(),
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// object->GetIndexCount(),
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// worldMatrix,
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// view,
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// projection,
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// object->GetTexture(0), // Front
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// object->GetTexture(1), // Back
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// object->GetTexture(2), // Left
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// object->GetTexture(3), // Right
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// object->GetTexture(4), // Top
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// object->GetTexture(5), // Bottom
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// m_SunLight->GetDiffuseColor() // Sunlight color to tint the skybox
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// );
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if (!result)
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{
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Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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