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