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authorJason Maskell <[email protected]>2016-05-16 16:31:40 +0200
committerJason Maskell <[email protected]>2016-05-16 16:31:40 +0200
commit35fb54cc684bd78ebb15ea64705396bcef53ff4f (patch)
treec437f7e2ce02fc7e98d2e7bd0943cdc92fe17b5d /test/d3d11/ocean_cufft_app.cpp
parentAdded the test_d3d11 app to the solution. Not compiling yet, mostly a paranoi... (diff)
downloadwaveworks_archive-35fb54cc684bd78ebb15ea64705396bcef53ff4f.tar.xz
waveworks_archive-35fb54cc684bd78ebb15ea64705396bcef53ff4f.zip
Added the ability to specify the "media" directory for the test project.
test_d3d11 now runs, but doesn't work yet. Converted foam.dds to 32 bit to let it actually load since it's 24 bit format was deprecated.
Diffstat (limited to 'test/d3d11/ocean_cufft_app.cpp')
-rw-r--r--test/d3d11/ocean_cufft_app.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/test/d3d11/ocean_cufft_app.cpp b/test/d3d11/ocean_cufft_app.cpp
index af79315..bee9978 100644
--- a/test/d3d11/ocean_cufft_app.cpp
+++ b/test/d3d11/ocean_cufft_app.cpp
@@ -46,6 +46,9 @@
#include <tchar.h>
#include "DDSTextureLoader.h"
+#include <locale>
+#include <codecvt>
+#include <xlocbuf>
//#define DEBUG_VS // Uncomment this line to debug vertex shaders
//#define DEBUG_PS // Uncomment this line to debug pixel shaders
@@ -92,7 +95,7 @@ GFSDK_WaveWorks_Simulation_Stats g_ocean_stats_simulation;
GFSDK_WaveWorks_Simulation_Stats g_ocean_stats_simulation_filtered;
int g_max_detail_level;
-bool g_RenderWireframe = false;
+bool g_RenderWireframe = true;
bool g_RenderWater = true;
bool g_SimulateWater = true;
bool g_ForceKick = false;
@@ -254,6 +257,10 @@ INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR cmdline, int )
g_pTestParams = new TestParams(cmdline);
+ std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
+
+ DXUTSetMediaSearchPath(converter.from_bytes(g_pTestParams->MediaDirectory).c_str());
+
// Set the callback functions. These functions allow DXUT to notify
// the application about device changes, user input, and windows messages. The
// callbacks are optional so you need only set callbacks for events you're interested