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fix POSITION format (ImDrawVert::pos is 2D, not 4D)
the inputlayout incorrectly described the POSITION attribute as being 4D, while ImDrawVert::pos is 2D. This went unnoticed because the buffer binding has a stride of sizeof(ImDrawVert) and the POSITION is treated as a float2 in the vertex shader. If you switch POSITION to float4 in the vertex shader (and actually use the z/w in the matrix multiplication) then everything become wacky-looking since it's interpreting the texture coordinates as z/w. On a similar note: It's weird that the projection matrix takes z and w into consideration when those don't exist in the shader due to positions being float2s.
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@ -328,9 +328,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC localLayout[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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