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libobs-d3d11: Fix vertex buffer bug

It was using the point buffer for points, normals, colors, tangents,
instead of using their specific buffers
jp9000 11 years ago
parent
commit
53fe31e1ac
1 changed files with 3 additions and 3 deletions
  1. 3 3
      libobs-d3d11/d3d11-vertexbuffer.cpp

+ 3 - 3
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++) {