Fixes for vertex layouts binding into graphics backend
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@@ -262,7 +262,9 @@ GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout*
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{
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// Insert any missing elements
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VertexElement ne = { e.Type, missingSlotOverride != -1 ? (byte)missingSlotOverride : e.Slot, 0, e.PerInstance, e.Format };
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if (e.Type == VertexElement::Types::TexCoord1 || e.Type == VertexElement::Types::TexCoord2 || e.Type == VertexElement::Types::TexCoord3)
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if (e.Type == VertexElement::Types::TexCoord1 ||
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e.Type == VertexElement::Types::TexCoord2 ||
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e.Type == VertexElement::Types::TexCoord3)
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{
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// Alias missing texcoords with existing texcoords
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for (const VertexElement& ee : newElements)
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