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dynamic generation of vertex layouts for GTAV vertex types
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@@ -138,10 +138,10 @@ namespace CodeWalker.Rendering
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PSSceneVars = new GpuVarsBuffer<WaterShaderPSSceneVars>(device);
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PSGeomVars = new GpuVarsBuffer<WaterShaderPSGeomVars>(device);
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layouts.Add(VertexType.PT, new InputLayout(device, vsptbytes, VertexTypePT.GetLayout()));
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layouts.Add(VertexType.PCT, new InputLayout(device, vspctbytes, VertexTypePCT.GetLayout()));
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layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeDefault.GetLayout()));
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layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeDefaultEx.GetLayout()));
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layouts.Add(VertexType.PT, new InputLayout(device, vsptbytes, VertexTypeGTAV.GetLayout(VertexType.PT)));
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layouts.Add(VertexType.PCT, new InputLayout(device, vspctbytes, VertexTypeGTAV.GetLayout(VertexType.PCT)));
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layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeGTAV.GetLayout(VertexType.Default)));
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layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx)));
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texsampler = new SamplerState(device, new SamplerStateDescription()
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{
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