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layouts

Feb 12th, 2015
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  1. //D3D11_INPUT_ELEMENT_DESC polygonLayout[] =
  2. //{
  3. //    {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position
  4. //    {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal
  5. //    {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord
  6. //};
  7.  
  8. //D3D11_INPUT_ELEMENT_DESC polygonLayout[] =
  9. //{
  10. //    {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position
  11. //    {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord
  12. //};
  13.  
  14.  
  15. //D3D11_INPUT_ELEMENT_DESC polygonLayout[] =
  16. //{
  17. //    {"POSITION", 0, DXGI_FORMAT_R16_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position X
  18. //    {"POSITION", 1, DXGI_FORMAT_R16_FLOAT, 0, 2, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position Y
  19. //    {"POSITION", 2, DXGI_FORMAT_R16_FLOAT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position Z
  20. //    {"NORMAL", 0, DXGI_FORMAT_R16_SNORM, 0, 6, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal X
  21. //    {"NORMAL", 1, DXGI_FORMAT_R16_SNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal Y
  22. //    {"NORMAL", 2, DXGI_FORMAT_R16_SNORM, 0, 10, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Normal Z
  23. //    {"TEXCOORD", 0, DXGI_FORMAT_R16_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord X
  24. //    {"TEXCOORD", 1, DXGI_FORMAT_R16_UNORM, 0, 14, D3D11_INPUT_PER_VERTEX_DATA, 0}  // Texcoord Y
  25. //};
  26.  
  27. //D3D11_INPUT_ELEMENT_DESC polygonLayout[] =
  28. //{
  29. //    {"POSITION", 0, DXGI_FORMAT_R16_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position X
  30. //    {"POSITION", 1, DXGI_FORMAT_R16_FLOAT, 0, 2, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position Y
  31. //    {"POSITION", 2, DXGI_FORMAT_R16_FLOAT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position Z
  32. //    {"TEXCOORD", 0, DXGI_FORMAT_R8_UNORM, 0, 6, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord X
  33. //    {"TEXCOORD", 1, DXGI_FORMAT_R8_UNORM, 0, 7, D3D11_INPUT_PER_VERTEX_DATA, 0}  // Texcoord Y
  34. //};
  35.  
  36. //D3D11_INPUT_ELEMENT_DESC polygonLayout[] =
  37. //{
  38. //    {"POSITION", 0, DXGI_FORMAT_R16_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position X
  39. //    {"POSITION", 1, DXGI_FORMAT_R16_FLOAT, 0, 2, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position Y
  40. //    {"POSITION", 2, DXGI_FORMAT_R16_FLOAT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Position Z
  41. //    {"NORMAL", 0, DXGI_FORMAT_R16_SNORM, 0, 6, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal X
  42. //    {"NORMAL", 1, DXGI_FORMAT_R16_SNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal Y
  43. //    {"NORMAL", 2, DXGI_FORMAT_R16_SNORM, 0, 10, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Normal Z
  44. //    {"TEXCOORD", 0, DXGI_FORMAT_R16_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Texcoord X
  45. //    {"TEXCOORD", 1, DXGI_FORMAT_R16_UNORM, 0, 14, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Texcoord Y
  46. //    {"INDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord X
  47. //    {"WEIGHTS", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}  // Texcoord Y
  48. //};
  49.  
  50. D3D11_INPUT_ELEMENT_DESC polygonLayout[] =
  51. {
  52.     {"POSITION", 0, DXGI_FORMAT_R16_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position X
  53.     {"POSITION", 1, DXGI_FORMAT_R16_FLOAT, 0, 2, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position Y
  54.     {"POSITION", 2, DXGI_FORMAT_R16_FLOAT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position Z
  55.     {"NORMAL", 0, DXGI_FORMAT_R16_SNORM, 0, 6, D3D11_INPUT_PER_VERTEX_DATA, 0},   // Normal X
  56.     {"NORMAL", 1, DXGI_FORMAT_R16_SNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},   // Normal Y
  57.     {"NORMAL", 2, DXGI_FORMAT_R16_SNORM, 0, 10, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal Z
  58.     {"TANGENT", 0, DXGI_FORMAT_R16_SNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent X
  59.     {"TANGENT", 1, DXGI_FORMAT_R16_SNORM, 0, 14, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent Y
  60.     {"TANGENT", 2, DXGI_FORMAT_R16_SNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent Z
  61.     {"TANGENT", 3, DXGI_FORMAT_R16_SNORM, 0, 18, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent W
  62.     {"TEXCOORD", 0, DXGI_FORMAT_R16_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord X
  63.     {"TEXCOORD", 1, DXGI_FORMAT_R16_UNORM, 0, 22, D3D11_INPUT_PER_VERTEX_DATA, 0}  // Texcoord Y
  64. };
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