Updated GeometricPrimitive (markdown)

Chuck Walbourn 2020-04-23 13:52:29 -07:00
Родитель d5a0a5ecb8
Коммит 1257f608fb
1 изменённых файлов: 3 добавлений и 3 удалений

@ -182,7 +182,7 @@ If you want to create a vertex format other than ``VertexPositionNormalTexture``
Here's an example that repurposes the generated normal information into a per-vertex color.
```
```cpp
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
@ -193,7 +193,7 @@ UINT indexCount;
std::unique_ptr<DirectX::CommonStates> states;
```
```
```cpp
// Create shape data
std::vector<VertexPositionNormalTexture> vertices;
std::vector<uint16_t> indices;
@ -242,7 +242,7 @@ indexCount = UINT(indices.size());
states = std::make_unique<CommonStates>(device);
```
```
```cpp
// Render using our effect
deviceContext->OMSetBlendState( states->Opaque(), nullptr, 0xFFFFFFFF );
deviceContext->OMSetDepthStencilState( states->DepthNone(), 0 );