Updated VertexTypes (markdown)

Chuck Walbourn 2016-06-27 18:25:33 -07:00
Родитель 61beb969a3
Коммит 1303042ab2
1 изменённых файлов: 6 добавлений и 1 удалений

@ -25,7 +25,8 @@ Each type provides a ``D3D12_INPUT_ELEMENT_DESC`` structure which can be used to
They are typically used with [[EffectPipelineStateDescription|Effects]]:
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(), m_deviceResources->GetDepthBufferFormat());
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
EffectPipelineStateDescription pd(
&VertexPositionColor::InputLayout,
@ -52,3 +53,7 @@ See [DirectXMesh](https://github.com/Microsoft/DirectXMesh/wiki/Geometry-formats
## DirectX SDK SDKMESH
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.
# Remarks
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.