Merge branch 'Sprites'
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@@ -89,7 +89,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
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D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
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D3D11_SUBRESOURCE_DATA vertexData, indexData;
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HRESULT result;
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int i;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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@@ -98,7 +98,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
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indices = new unsigned long[m_indexCount];
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// Load the vertex array and index array with data.
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for (int i = 0; i < m_vertexCount; i++)
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for (i = 0; i < m_vertexCount; i++)
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{
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vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
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vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
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@@ -107,31 +107,6 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
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indices[i] = i;
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}
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//// Create the vertex array.
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//vertices = new VertexType[m_vertexCount];
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//// Create the index array.
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//indices = new unsigned long[m_indexCount];
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//// Load the vertex array with data.
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//vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
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//vertices[0].texture = XMFLOAT2(0.0f, 1.0f);
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//vertices[0].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
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//vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
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//vertices[1].texture = XMFLOAT2(0.5f, 0.0f);
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//vertices[1].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
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//vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
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//vertices[2].texture = XMFLOAT2(1.0f, 1.0f);
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//vertices[2].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
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//// Load the index array with data.
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//indices[0] = 0; // Bottom left.
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//indices[1] = 1; // Top middle.
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//indices[2] = 2; // Bottom right.
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// Set up the description of the static vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
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