Renderer/Renderer: Add default UV to fullscreen quad buffer

Fixes TextureBackground


Former-commit-id: c9533df4b1e30229d88aad9afa7a2ddb22a9c4e1
This commit is contained in:
Lynix 2016-04-05 12:47:13 +02:00
parent 0f135232da
commit 5f823c9126
1 changed files with 6 additions and 6 deletions

View File

@ -623,14 +623,14 @@ namespace Nz
s_updateFlags = Update_Matrices | Update_Shader | Update_VAO; s_updateFlags = Update_Matrices | Update_Shader | Update_VAO;
s_vertexBuffer = nullptr; s_vertexBuffer = nullptr;
s_fullscreenQuadBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static); s_fullscreenQuadBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY_UV), 4, DataStorage_Hardware, BufferUsage_Static);
float vertices[4 * 2] = float vertices[4 * 2 * 2] =
{ {
-1.f, -1.f, -1.f, -1.f, 0.f, 1.f,
1.f, -1.f, 1.f, -1.f, 1.f, 1.f,
-1.f, 1.f, -1.f, 1.f, 0.f, 0.f,
1.f, 1.f, 1.f, 1.f, 1.f, 0.f
}; };
if (!s_fullscreenQuadBuffer.Fill(vertices, 0, 4)) if (!s_fullscreenQuadBuffer.Fill(vertices, 0, 4))