Ambient lightning + Multitexture (Les shaders ne se superposent pas)
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@@ -44,20 +44,19 @@ public:
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ModelClass(const ModelClass&);
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~ModelClass();
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bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
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bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
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void Shutdown();
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void Render(ID3D11DeviceContext*);
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int GetIndexCount();
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ID3D11ShaderResourceView* GetTexture();
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ID3D11ShaderResourceView* GetTexture(int);
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private:
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bool InitializeBuffers(ID3D11Device*);
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void ShutdownBuffers();
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void RenderBuffers(ID3D11DeviceContext*);
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bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
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void ReleaseTexture();
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bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
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void ReleaseTextures();
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bool LoadModel(char*);
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void ReleaseModel();
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@@ -65,8 +64,7 @@ private:
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private:
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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int m_vertexCount, m_indexCount;
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TextureClass* m_Texture;
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TextureClass* m_Textures;
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ModelType* m_model;
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};
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