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Examples: DirectX10,DirectX11: Moved call to OMSetRenderTargets() in main loop so example code can integrate more nicely with other code.
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@ -27,7 +27,6 @@ void CreateRenderTarget()
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render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
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render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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pBackBuffer->Release();
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pBackBuffer->Release();
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}
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}
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@ -196,6 +195,7 @@ int main(int, char**)
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}
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}
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// Rendering
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// Rendering
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g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
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g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
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ImGui::Render();
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ImGui::Render();
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@ -27,7 +27,6 @@ void CreateRenderTarget()
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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pBackBuffer->Release();
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pBackBuffer->Release();
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}
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}
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@ -199,6 +198,7 @@ int main(int, char**)
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}
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}
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// Rendering
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// Rendering
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
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ImGui::Render();
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ImGui::Render();
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