From c17f59c201206803cae9ee3895d3d07ea976388c Mon Sep 17 00:00:00 2001 From: Chuck Walbourn Date: Thu, 16 Jul 2015 12:41:02 -0700 Subject: [PATCH] Updated GeometricPrimitive (markdown) --- GeometricPrimitive.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GeometricPrimitive.md b/GeometricPrimitive.md index 0d7fca0..ee671d5 100644 --- a/GeometricPrimitive.md +++ b/GeometricPrimitive.md @@ -83,7 +83,7 @@ The **Draw** operation will only set up a texture sampler in slot 0. If you are deviceContext->PSSetSamplers(0, 2, &samplerState); }); -_Note that GeometricPrimitive shapes define a single set of texture coordinates, so you can't use them with _DualTextureEffect_. They also do not include tangents or bi-normals, so they don't work with _DGSLEffect_._ +> GeometricPrimitive shapes define a single set of texture coordinates, so you can't use them with [[DualTextureEffect]]. They also do not include tangents or bi-normals, so they don't work with [[DGSLEffect]]. # Coordinate systems These geometric primitives (based on the XNA Game Studio conventions) use right-handed coordinates. They can be used with left-handed coordinates by setting the _rhcoords_ parameter on the factory methods to 'false' to reverse the winding ordering (the parameter defaults to 'true').