Fixed MeshRenderer, our cube is now totally drawn by mesh renderer !

This commit is contained in:
2026-02-21 22:45:20 -05:00
parent 2362cefbc0
commit 8e83cd32f6
2 changed files with 128 additions and 119 deletions

View File

@@ -109,11 +109,11 @@ void JulietApplication::Init()
Running = false;
}
// std::ignore = AddCube();
//
// CommandList* loadCmd = AcquireCommandList(GraphicsDevice);
// LoadMeshesOnGPU(loadCmd);
// SubmitCommandLists(loadCmd);
std::ignore = AddCube();
CommandList* loadCmd = AcquireCommandList(GraphicsDevice);
LoadMeshesOnGPU(loadCmd);
SubmitCommandLists(loadCmd);
if (Running == false)
{
@@ -269,12 +269,12 @@ void JulietApplication::Update()
void JulietApplication::OnPreRender(CommandList* /*cmd*/) {}
void JulietApplication::OnRender(RenderPass*, CommandList*)
void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
{
// PushData pushData = {};
// pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
PushData pushData = {};
pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
// RenderMeshes(pass, cmd, pushData);
RenderMeshes(pass, cmd, pushData);
// SetPushConstants(cmd, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);
}