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Diffstat (limited to 'test/d3d11/ocean_surface.cpp')
-rw-r--r--test/d3d11/ocean_surface.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/test/d3d11/ocean_surface.cpp b/test/d3d11/ocean_surface.cpp
index b382eae..8c86025 100644
--- a/test/d3d11/ocean_surface.cpp
+++ b/test/d3d11/ocean_surface.cpp
@@ -274,7 +274,7 @@ HRESULT OceanSurface::init(const OceanSurfaceParameters& params)
if(NULL == m_pCubeMap)
{
TCHAR path[MAX_PATH];
- V_RETURN(DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("..\\Media\\reflect_cube.dds")));
+ V_RETURN(DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("reflect_cube.dds")));
ID3D11Resource* pD3D11Resource = NULL;
@@ -286,7 +286,7 @@ HRESULT OceanSurface::init(const OceanSurfaceParameters& params)
if(NULL == m_pFoamIntensityMap)
{
TCHAR path[MAX_PATH];
- V_RETURN(DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("..\\Media\\foam_intensity_perlin2.dds")));
+ V_RETURN(DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("foam_intensity_perlin2.dds")));
ID3D11Resource* pD3D11Resource = NULL;
V_RETURN(DirectX::CreateDDSTextureFromFile(m_pd3dDevice, static_cast<const wchar_t *>(path), &pD3D11Resource, &m_pFoamIntensityMap));
// V_RETURN(m_pd3dDevice->CreateShaderResourceView(pD3D11Resource, NULL, &m_pFoamIntensityMap));
@@ -296,7 +296,7 @@ HRESULT OceanSurface::init(const OceanSurfaceParameters& params)
if(NULL == m_pFoamDiffuseMap)
{
TCHAR path[MAX_PATH];
- V_RETURN(DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("..\\Media\\foam.dds")));
+ V_RETURN(DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("foam.dds")));
ID3D11Resource* pD3D11Resource = NULL;
V_RETURN(DirectX::CreateDDSTextureFromFile(m_pd3dDevice, static_cast<const wchar_t *>(path), &pD3D11Resource, &m_pFoamDiffuseMap));
// V_RETURN(m_pd3dDevice->CreateShaderResourceView(pD3D11Resource, NULL, &m_pFoamDiffuseMap));
@@ -398,7 +398,8 @@ void OceanSurface::renderShaded(ID3D11DeviceContext* pDC, const XMMATRIX& matVie
m_pRenderSurfaceWaterColorVariable->SetFloatVector((FLOAT*)&m_params.waterbody_color);
// Matrices
- XMMATRIX matVP = matView * matProj;
+ XMFLOAT4X4 matVP;
+ XMStoreFloat4x4(&matVP, matView * matProj);
m_pRenderSurfaceMatViewProjVariable->SetMatrix((FLOAT*)&matVP);
D3D11_VIEWPORT vp;