New skyboxrenderer + moved meshrenderer inside engine and out from main to clean that up
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@@ -13,8 +13,8 @@ Output main(uint vertexIndex : SV_VertexID)
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// Retrieve the vertex buffer using SM6.6 bindless syntax
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ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
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// TextureIndex is used as vertex offset for consolidated buffer (depth-tested at 0, overlay at halfMax)
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uint actualVertexIndex = vertexIndex + TextureIndex;
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// VertexOffset is used as vertex offset for consolidated buffer (depth-tested at 0, overlay at halfMax)
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uint actualVertexIndex = vertexIndex + VertexOffset;
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// Vertex layout: float3 Position (12 bytes) + float4 Color (16 bytes) = 28 bytes stride
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uint stride = 28;
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