From 53fe31e1ac7cff0f49be0c392e64f574792ca87d Mon Sep 17 00:00:00 2001 From: jp9000 Date: Fri, 25 Apr 2014 23:36:49 -0700 Subject: [PATCH] libobs-d3d11: Fix vertex buffer bug It was using the point buffer for points, normals, colors, tangents, instead of using their specific buffers --- libobs-d3d11/d3d11-vertexbuffer.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/libobs-d3d11/d3d11-vertexbuffer.cpp b/libobs-d3d11/d3d11-vertexbuffer.cpp index 303559cb1..27e957591 100644 --- a/libobs-d3d11/d3d11-vertexbuffer.cpp +++ b/libobs-d3d11/d3d11-vertexbuffer.cpp @@ -52,13 +52,13 @@ void gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader, PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point"); if (shader->hasNormals) - PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), + PushBuffer(buffers, strides, normalBuffer, sizeof(vec3), "normal"); if (shader->hasColors) - PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), + PushBuffer(buffers, strides, colorBuffer, sizeof(uint32_t), "color"); if (shader->hasTangents) - PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), + PushBuffer(buffers, strides, tangentBuffer, sizeof(vec3), "tangent"); if (shader->nTexUnits <= uvBuffers.size()) { for (size_t i = 0; i < shader->nTexUnits; i++) { -- GitLab