Prim改名为PrimitiveType,ParsePrimName改名为ParsePrimitiveType
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@@ -51,7 +51,7 @@ private:
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bool InitMaterial()
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{
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"PureTexture2D",Prim::Fan);
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"PureTexture2D",PrimitiveType::Fan);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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@@ -62,7 +62,7 @@ private:
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return(false);
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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pipeline=CreatePipeline(material,InlinePipeline::Solid2D,Prim::Fan); //等同上一行,为Framework重载,默认使用swapchain的render target
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pipeline=CreatePipeline(material,InlinePipeline::Solid2D,PrimitiveType::Fan); //等同上一行,为Framework重载,默认使用swapchain的render target
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if(!pipeline)
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return(false);
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@@ -47,7 +47,7 @@ private:
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bool InitMaterial()
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{
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"RectTexture2D",Prim::SolidRectangles);
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"RectTexture2D",PrimitiveType::SolidRectangles);
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cfg.coordinate_system=CoordinateSystem2D::ZeroToOne;
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cfg.local_to_world=false;
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@@ -58,7 +58,7 @@ private:
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return(false);
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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pipeline=CreatePipeline(material,InlinePipeline::Solid2D,Prim::SolidRectangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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pipeline=CreatePipeline(material,InlinePipeline::Solid2D,PrimitiveType::SolidRectangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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if(!pipeline)
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return(false);
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@@ -91,7 +91,7 @@ private:
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bool InitMaterial()
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{
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"RectTexture2DArray",Prim::SolidRectangles);
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mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"RectTexture2DArray",PrimitiveType::SolidRectangles);
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cfg.coordinate_system=CoordinateSystem2D::ZeroToOne;
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cfg.local_to_world=true;
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@@ -101,7 +101,7 @@ private:
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if(!material)
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return(false);
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pipeline=CreatePipeline(material,InlinePipeline::Solid2D,Prim::SolidRectangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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pipeline=CreatePipeline(material,InlinePipeline::Solid2D,PrimitiveType::SolidRectangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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if(!pipeline)
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return(false);
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