Fix: Suppression de certains commentaire

This commit is contained in:
GolfOcean334 2024-04-25 10:40:44 +02:00
parent 5dc44c22cc
commit 8382f42c1f

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@ -628,13 +628,13 @@ bool ApplicationClass::Frame(InputClass* Input)
currentMouseX = mouseX;
int deltaX = currentMouseX - lastMouseX; // Calculez le d<>placement de la souris
lastMouseX = currentMouseX; // Mettez <20> jour la derni<6E>re position de la souris pour la prochaine image
int deltaX = currentMouseX - lastMouseX; // Calculate the mouse movement.
lastMouseX = currentMouseX; // Update the last mouse position for the next frame
currentMouseY = mouseY;
int deltaY = currentMouseY - lastMouseY; // Calculez le d<>placement de la souris
lastMouseY = currentMouseY; // Mettez <20> jour la derni<6E>re position de la souris pour la prochaine image
int deltaY = currentMouseY - lastMouseY; // Calculate the mouse movement.
lastMouseY = currentMouseY; // Update the last mouse position for the next frame
// Set the frame time for calculating the updated position.
m_Position->SetFrameTime(m_Timer->GetTime());
@ -710,15 +710,6 @@ bool ApplicationClass::Frame(InputClass* Input)
return false;
}
//// Update the x position variable each frame.
//x -= 0.0174532925f * 0.6f;
//y -= 0.0174532925f * 0.2f;
//// Update the z position variable each frame.
//z -= 0.0174532925f * 0.2f;
// Render the scene to a render texture.
result = RenderSceneToTexture(rotation);
if (!result)
@ -745,17 +736,6 @@ bool ApplicationClass::Frame(InputClass* Input)
textureTranslation -= 1.0f;
}
/////////////////////////////
// C en commentaire pcl kc //
/////////////////////////////
//// Render the graphics scene.
//result = Render(rotation, x, y, z, textureTranslation);
//if (!result)
//{
// return false;
//}
return true;
}
@ -1162,14 +1142,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false;
}
//scaleMatrix = XMMatrixScaling(0.75f, 0.75f, 0.75f); // Build the scaling matrix.
//rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
//translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
//// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
//srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
//worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
// Render the model using the multitexture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());