diff --git a/Samples/WinMLSamplesGallery/WinMLSamplesGalleryNative/DXResourceBinding.cpp b/Samples/WinMLSamplesGallery/WinMLSamplesGalleryNative/DXResourceBinding.cpp index 5bfbd8d2..adeedd19 100644 --- a/Samples/WinMLSamplesGallery/WinMLSamplesGalleryNative/DXResourceBinding.cpp +++ b/Samples/WinMLSamplesGallery/WinMLSamplesGalleryNative/DXResourceBinding.cpp @@ -996,9 +996,9 @@ bool InitD3D() XMStoreFloat4x4(&cube1RotMat, XMMatrixIdentity()); // initialize cube1's rotation matrix to identity matrix XMStoreFloat4x4(&cube1WorldMat, tmpMat); // store cube1's world matrix - // second cube - cube2PositionOffset = XMFLOAT4(1.5f, 0.0f, 0.0f, 0.0f); - posVec = XMLoadFloat4(&cube2PositionOffset) + XMLoadFloat4(&cube1Position); // create xmvector for cube2's position + //// second cube + //cube2PositionOffset = XMFLOAT4(1.5f, 0.0f, 0.0f, 0.0f); + //posVec = XMLoadFloat4(&cube2PositionOffset) + XMLoadFloat4(&cube1Position); // create xmvector for cube2's position // we are rotating around cube1 here, so add cube2's position to cube1 tmpMat = XMMatrixTranslationFromVector(posVec); // create translation matrix from cube2's position offset vector