Patch Update - Clean Comment - V9.3.10

This commit is contained in:
2025-05-02 15:28:18 +02:00
parent 6014c9034c
commit 7dbd735416
4 changed files with 6 additions and 29 deletions

View File

@@ -46,19 +46,6 @@ public:
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
// ID3D11DeviceContext* deviceContext,
// int indexCount,
// XMMATRIX worldMatrix,
// XMMATRIX viewMatrix,
// XMMATRIX projectionMatrix,
// ID3D11ShaderResourceView* front,
// ID3D11ShaderResourceView* back,
// ID3D11ShaderResourceView* left,
// ID3D11ShaderResourceView* right,
// ID3D11ShaderResourceView* top,
// ID3D11ShaderResourceView* bottom,
// XMFLOAT4 sunDiffuseColor
// );
private:
TextureShaderClass* m_TextureShader;

View File

@@ -1920,6 +1920,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
return false;
}
break;
case ShaderType::TEXTURE:
result = m_ShaderManager->RenderTextureShader(
m_Direct3D->GetDeviceContext(),
@@ -1968,20 +1969,6 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
m_SunLight->GetDirection(),
m_SunLight->GetIntensity()
);
// m_Direct3D->GetDeviceContext(),
// object->GetIndexCount(),
// worldMatrix,
// view,
// projection,
// object->GetTexture(0), // Front
// object->GetTexture(1), // Back
// object->GetTexture(2), // Left
// object->GetTexture(3), // Right
// object->GetTexture(4), // Top
// object->GetTexture(5), // Bottom
// m_SunLight->GetDiffuseColor() // Sunlight color to tint the skybox
// );
if (!result)
{
Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);