Add proper support for IndexType and uint32 indices
This commit is contained in:
@@ -875,7 +875,7 @@ int main()
|
||||
builder.SetViewport(env.renderRect);
|
||||
|
||||
//builder.BindVertexBuffer(0, vertexBuffer.get());
|
||||
builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get());
|
||||
builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get(), Nz::IndexType::U16);
|
||||
builder.BindVertexBuffer(0, *coneMeshGfx->GetVertexBuffer(0).get());
|
||||
|
||||
builder.BindShaderBinding(0, *gbufferShaderBinding);
|
||||
@@ -907,7 +907,7 @@ int main()
|
||||
|
||||
builder.BindShaderBinding(0, *skyboxShaderBinding);
|
||||
|
||||
builder.BindIndexBuffer(*cubeMeshGfx->GetIndexBuffer(0));
|
||||
builder.BindIndexBuffer(*cubeMeshGfx->GetIndexBuffer(0), Nz::IndexType::U16);
|
||||
builder.BindVertexBuffer(0, *cubeMeshGfx->GetVertexBuffer(0));
|
||||
builder.BindPipeline(*skyboxPipeline);
|
||||
|
||||
|
||||
@@ -404,7 +404,7 @@ int main()
|
||||
{
|
||||
builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
|
||||
{
|
||||
builder.BindIndexBuffer(renderBufferIB);
|
||||
builder.BindIndexBuffer(renderBufferIB, Nz::IndexType::U16);
|
||||
builder.BindPipeline(*pipeline);
|
||||
builder.BindVertexBuffer(0, renderBufferVB);
|
||||
builder.BindShaderBinding(0, *viewerShaderBinding);
|
||||
|
||||
Reference in New Issue
Block a user