Minor Update - ImGui tweak
[FEAT] : ~ Modification de l'interface ImGui
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@@ -475,10 +475,10 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
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// Copy the light position variables into the constant buffer.
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dataPtr2->lightPosition[0] = lightPosition[0];
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dataPtr2->lightPosition[1] = lightPosition[1];
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dataPtr2->lightPosition[2] = lightPosition[2];
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dataPtr2->lightPosition[3] = lightPosition[3];
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for (int i = 0; i < NUM_LIGHTS; i++)
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{
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dataPtr2->lightPosition[i] = lightPosition[i];
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}
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// Unlock the constant buffer.
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deviceContext->Unmap(m_lightPositionBuffer, 0);
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@@ -504,10 +504,10 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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dataPtr3 = (LightColorBufferType*)mappedResource.pData;
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// Copy the light color variables into the constant buffer.
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dataPtr3->diffuseColor[0] = diffuseColor[0];
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dataPtr3->diffuseColor[1] = diffuseColor[1];
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dataPtr3->diffuseColor[2] = diffuseColor[2];
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dataPtr3->diffuseColor[3] = diffuseColor[3];
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for (int i = 0; i < NUM_LIGHTS; i++)
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{
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dataPtr3->diffuseColor[i] = diffuseColor[i];
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}
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// Unlock the constant buffer.
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deviceContext->Unmap(m_lightColorBuffer, 0);
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