Well it's something ig

This commit is contained in:
2025-01-15 03:40:39 +01:00
parent 9805c7a2c1
commit 8a3bf57d7e
15 changed files with 295 additions and 46 deletions

View File

@@ -17,6 +17,7 @@ ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
HRESULT result;
// Create input layout
D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
@@ -26,7 +27,7 @@ ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
};
D3DX11_PASS_DESC passDesc;
ID3DX11EffectTechnique* techniquePtr = m_ShadowEffectPtr->GetTechniquePtr();
ID3DX11EffectTechnique* techniquePtr = m_ColorEffectPtr->GetTechniquePtr();
techniquePtr->GetPassByIndex(0)->GetDesc(&passDesc);
result = devicePtr->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc),
@@ -34,6 +35,7 @@ ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
&m_InputLayoutPtr);
assert(result == S_OK && "Creating input layout failed");
// Create vertex buffer
D3D11_BUFFER_DESC bufferDesc = {};
bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;