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PortableVertexFormat: use AttributeFormat for normal attribute format
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@ -74,12 +74,13 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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for (int i = 0; i < 3; i++)
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{
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if (_vtx_decl.normal_offset[i] > 0)
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format = &_vtx_decl.normals[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "NORMAL";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size, false);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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@ -75,10 +75,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
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for (int i = 0; i < 3; i++) {
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if (vtx_decl.num_normals > i) {
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glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
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glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
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}
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SetPointer(SHADER_NORM0_ATTRIB+i, vertex_stride, vtx_decl.normals[i]);
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}
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for (int i = 0; i < 2; i++) {
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