PortableVertexFormat: use AttributeFormat for normal attribute format

This commit is contained in:
degasus
2014-01-24 15:16:52 +01:00
parent 210f4f3e55
commit b38ef39ab7
4 changed files with 12 additions and 25 deletions

View File

@ -74,12 +74,13 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
for (int i = 0; i < 3; i++)
{
if (_vtx_decl.normal_offset[i] > 0)
format = &_vtx_decl.normals[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "NORMAL";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i];
m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size, false);
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
++m_num_elems;
}