Clean up of scene nodes to support 2d and non int positioning.

This commit is contained in:
jmsgrogan 2023-01-11 10:21:18 +00:00
parent 1eeaebd0a9
commit 672b31b603
45 changed files with 341 additions and 200 deletions

View file

@ -39,7 +39,7 @@ void DirectXMesh::update(DrawingContext* context, ID3D12Device* device)
y = 2 * y - 1;
Vertex vert;
vert.position = DirectX::XMFLOAT3(x, y, 0.0);
vert.position = DirectX::XMFLOAT3(static_cast<float>(x), static_cast<float>(y), 0.0);
vert.color = DirectX::XMFLOAT4(color[0], color[1], color[2], color[3]);
MLOG_INFO("Adding vert: " << x << " | " << y);
mVertexBuffer.push_back(vert);
@ -94,7 +94,7 @@ void DirectXMesh::createD3dVertexBuffer(ID3D12Device* device)
mVertexBufferView.BufferLocation = mD3dVertexBuffer->GetGPUVirtualAddress();
mVertexBufferView.StrideInBytes = sizeof(Vertex);
mVertexBufferView.SizeInBytes = buffer_size;
mVertexBufferView.SizeInBytes = static_cast<UINT>(buffer_size);
}
void DirectXMesh::uploadVertexBuffer(unsigned char* pBuffer) const
@ -116,7 +116,7 @@ void DirectXMesh::createD3dIndexBuffer(ID3D12Device* device)
mD3dIndexBuffer->Unmap(0, nullptr);
mIndexBufferView.BufferLocation = mD3dIndexBuffer->GetGPUVirtualAddress();
mIndexBufferView.SizeInBytes = buffer_size;
mIndexBufferView.SizeInBytes = static_cast<UINT>(buffer_size);
mIndexBufferView.Format = DXGI_FORMAT_R16_UINT;
}