Ember

big vertices

Feb 20th, 2015
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C++ 1.47 KB | None | 0 0
  1. // SkinnedTangent3D Input Layout ------------------------------------------------------
  2. D3D11_INPUT_ELEMENT_DESC skinnedtangent3DLayout[] =
  3. {
  4.     {"POSITION", 0, DXGI_FORMAT_R16_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position X
  5.     {"POSITION", 1, DXGI_FORMAT_R16_FLOAT, 0, 2, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position Y
  6.     {"POSITION", 2, DXGI_FORMAT_R16_FLOAT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Position Z
  7.     {"NORMAL", 0, DXGI_FORMAT_R16_SNORM, 0, 6, D3D11_INPUT_PER_VERTEX_DATA, 0},   // Normal X
  8.     {"NORMAL", 1, DXGI_FORMAT_R16_SNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},   // Normal Y
  9.     {"NORMAL", 2, DXGI_FORMAT_R16_SNORM, 0, 10, D3D11_INPUT_PER_VERTEX_DATA, 0},  // Normal Z
  10.     {"TANGENT", 0, DXGI_FORMAT_R16_SNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent X
  11.     {"TANGENT", 1, DXGI_FORMAT_R16_SNORM, 0, 14, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent Y
  12.     {"TANGENT", 2, DXGI_FORMAT_R16_SNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent Z
  13.     {"TANGENT", 3, DXGI_FORMAT_R16_SNORM, 0, 18, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent W
  14.     {"TEXCOORD", 0, DXGI_FORMAT_R16_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord X
  15.     {"TEXCOORD", 1, DXGI_FORMAT_R16_UNORM, 0, 22, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Texcoord Y
  16.     {"INDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Bone Indices
  17.     {"WEIGHTS", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0} // Bone Weights
  18. };
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