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@@ -517,7 +517,7 @@ void DirectX11::initialize( WFenster *fenster, Vec2<int> backBufferSize, bool fu
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void DirectX11::update()
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{
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if( pointLights )
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- pointLights->release();
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+ pointLights = (DX11StructuredBuffer *)pointLights->release();
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if( vertexBuffer )
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vertexBuffer = (DX11Buffer *)vertexBuffer->release();
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if( indexBuffer )
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@@ -644,9 +644,9 @@ void DirectX11::renderObject( Model3D * zObj )
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pixelShader->füllConstBuffer( (char *)matirialBuffer, 1, sizeof( float ) * 3 );
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unsigned int offset = 0;
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unsigned int es = (unsigned)vertexBuffer->getElementLength();
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- ID3D11Buffer * vBuffer = vertexBuffer->zBuffer();
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+ ID3D11Buffer *vBuffer = vertexBuffer->zBuffer();
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d3d11Context->IASetVertexBuffers( 0, 1, &vBuffer, &es, &offset );
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- Model3DTextur * zTextur = zObj->zTextur();
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+ Model3DTextur *zTextur = zObj->zTextur();
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int ind = 0;
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for( auto i = zObj->zModelData()->getPolygons(); i; i++ )
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{
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@@ -654,7 +654,7 @@ void DirectX11::renderObject( Model3D * zObj )
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indexBuffer->setLength( sizeof( int ) * i->indexAnz );
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indexBuffer->copieren();
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Textur *t = zTextur->zPolygonTextur( ind );
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- if( t &&t->brauchtUpdate() )
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+ if( t && t->brauchtUpdate() )
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t->updateTextur();
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DXGI_FORMAT f = DXGI_FORMAT_R32_UINT;
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if( indexBuffer->getElementLength() == 2 )
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@@ -699,7 +699,7 @@ bool DirectX11::isInFrustrum( const Vec3< float > & pos, float radius, float *di
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return 0;
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}
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if( dist )
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- * dist = kamPos.abstand( pos );
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+ *dist = kamPos.abstand( pos );
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return 1;
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}
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@@ -860,7 +860,7 @@ Textur *DirectX11::createOrGetTextur( const char *name, Bild * b )
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typedef HRESULT( *CreateDXGIFactory2Function )( UINT, REFIID, void ** );
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typedef HRESULT( *D3D11CreateDeviceFunction )( IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT, D3D_FEATURE_LEVEL *,
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- UINT, UINT, ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext ** );
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+ UINT, UINT, ID3D11Device * *, D3D_FEATURE_LEVEL *, ID3D11DeviceContext * * );
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bool DirectX11::isAvailable()
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{
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