DX11: Automatically validate input layouts against vertex shaders

This commit is contained in:
Simon Lübeß
2022-05-26 11:27:02 +02:00
parent 28f1fad464
commit 164d420a25
11 changed files with 101 additions and 49 deletions
+2 -2
View File
@@ -295,7 +295,7 @@ namespace GlitchyEditor
mat.SetVariable("MetallicFactor", 1.0f);
mat.SetVariable("RoughnessFactor", 1.0f);
EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips, "Sphere 1");
EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", mat, _scene.[Friend]_ecsWorld, clips, "Sphere 1");
Entity entity = .(e, _scene);
var transform = entity.GetComponent<TransformComponent>();
@@ -342,7 +342,7 @@ namespace GlitchyEditor
mat.SetVariable("RoughnessFactor", (x + 1) / 10.0f);
mat.SetVariable("MetallicFactor", y / 9.0f);
EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips, scope $"Sphere {x} {y}");
EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", mat, _scene.[Friend]_ecsWorld, clips, scope $"Sphere {x} {y}");
Entity entity = .(e, _scene);
var transform = entity.GetComponent<TransformComponent>();