renamed VAF to VF, FMT to PF
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@@ -86,7 +86,7 @@ private:
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bool InitTileTexture()
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{
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tile_data=device->CreateTileData( FMT_BC1_RGBAUN, //纹理格式,因VK不支持实时转换,所以提交的数据格式必须与此一致
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tile_data=device->CreateTileData( PF_BC1_RGBAUN, //纹理格式,因VK不支持实时转换,所以提交的数据格式必须与此一致
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512,512, //TILE大小
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tile_list.GetCount()); //TILE需求数量
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@@ -185,8 +185,8 @@ private:
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render_obj=db->CreateRenderable(tile_count);
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if(!render_obj)return(false);
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render_obj->Set(VAN::Position,db->CreateVAB(VAF_VEC4,tile_count,vertex_data));
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render_obj->Set(VAN::TexCoord,db->CreateVAB(VAF_VEC4,tile_count,tex_coord_data));
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render_obj->Set(VAN::Position,db->CreateVAB(VF_VEC4,tile_count,vertex_data));
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render_obj->Set(VAN::TexCoord,db->CreateVAB(VF_VEC4,tile_count,tex_coord_data));
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render_instance=db->CreateRenderableInstance(render_obj,material_instance,pipeline);
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