Advertisement
Ember

targr

Feb 20th, 2015
204
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 1.18 KB | None | 0 0
  1. D3D11_INPUT_ELEMENT_DESC tangent3DLayout[] =
  2. {
  3.     {"POSITION", 0, DXGI_FORMAT_R16_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position X
  4.     {"POSITION", 1, DXGI_FORMAT_R16_FLOAT, 0, 2, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position Y
  5.     {"POSITION", 2, DXGI_FORMAT_R16_FLOAT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position Z
  6.     {"NORMAL", 0, DXGI_FORMAT_R16_SNORM, 0, 6, D3D11_INPUT_PER_VERTEX_DATA, 0},   // Normal X
  7.     {"NORMAL", 1, DXGI_FORMAT_R16_SNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},   // Normal Y
  8.     {"NORMAL", 2, DXGI_FORMAT_R16_SNORM, 0, 10, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal Z
  9.     {"TANGENT", 0, DXGI_FORMAT_R16_SNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent X
  10.     {"TANGENT", 1, DXGI_FORMAT_R16_SNORM, 0, 14, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent Y
  11.     {"TANGENT", 2, DXGI_FORMAT_R16_SNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent Z
  12.     {"TANGENT", 3, DXGI_FORMAT_R16_SNORM, 0, 18, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent W
  13.     {"TEXCOORD", 0, DXGI_FORMAT_R16_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord X
  14.     {"TEXCOORD", 1, DXGI_FORMAT_R16_UNORM, 0, 22, D3D11_INPUT_PER_VERTEX_DATA, 0}  // Texcoord Y
  15. };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement