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Updated GeometricPrimitive (markdown)
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@ -83,7 +83,8 @@ The **Draw** operation will only set up a texture sampler in slot 0. If you are
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deviceContext->PSSetSamplers(0, 2, &samplerState);
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});
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> 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]].
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> GeometricPrimitive shapes define a single set of texture coordinates, which works well with [[BasicEffect]] or
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[[EnvironmentMapEffect]]. They don't include two sets of texture coordinates, so you can't use them with [[DualTextureEffect]]. They do not include tangents or bi-normals, so they don't work with [[DGSLEffect]]. They don't include skinning weights and bone indices, so they aren't suited for use with [[SkinnedEffect]].
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# Coordinate systems
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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').
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