Add proper support for IndexType and uint32 indices

This commit is contained in:
SirLynix
2022-04-04 09:02:00 +02:00
parent 66ff6cfa81
commit 9d526741b9
34 changed files with 188 additions and 57 deletions

View File

@@ -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);

View File

@@ -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);