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/*
* Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#pragma once
#include "Mesh.h"
#include <d3d11.h>
#include <DirectXMath.h>
#include <wrl.h>
using namespace DirectX;
using namespace Microsoft::WRL;
class D3D11Mesh
{
public:
bool InitializeFromMesh(ID3D11Device* device, Mesh& mesh);
uint32_t mNumIndices;
XMMATRIX mMatWorld;
ComPtr<ID3D11Buffer> mVertexBuffer;
ComPtr<ID3D11Buffer> mIndexBuffer;
};
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