Updated VertexTypes (markdown)
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@ -25,7 +25,8 @@ Each type provides a ``D3D12_INPUT_ELEMENT_DESC`` structure which can be used to
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They are typically used with [[EffectPipelineStateDescription|Effects]]:
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RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(), m_deviceResources->GetDepthBufferFormat());
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RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
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m_deviceResources->GetDepthBufferFormat());
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EffectPipelineStateDescription pd(
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&VertexPositionColor::InputLayout,
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@ -52,3 +53,7 @@ See [DirectXMesh](https://github.com/Microsoft/DirectXMesh/wiki/Geometry-formats
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## DirectX SDK SDKMESH
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The ``.SDKMESH`` format describes input layouts as Direct3D 9 style vertex decls. There is therefore no specific vertex structure for ``.SDKMESH`` data and such input layouts are built on-the-fly. The [[Model]] loader attempts to create input layouts that match the needs of the standard [[Effects]], so it can end up ignoring some of the vertex layout content if the critical content is found first.
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# Remarks
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The DirectX 11 version of _DirectX Tool Kit_ also defines ``VertexPositionNormalTangentColorTexture`` and ``VertexPositionNormalTangentColorTextureSkinning`` which were created to support the Visual Studio DGSL/CMO content pipeline which is not implemented for DirectX 12.
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