diff --git a/src/renderer_d3d11.c b/src/renderer_d3d11.c index 9dd4f4f5..a9d86af8 100644 --- a/src/renderer_d3d11.c +++ b/src/renderer_d3d11.c @@ -898,7 +898,6 @@ void renderer_canvas_present(struct renderer_canvas **canvases, u32 canvases_cou ID3D11DeviceContext_ClearRenderTargetView(G.devcon, G.backbuffer_view, clear_color); /* Set draw mode */ - ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); for (u32 i = 0; i < canvases_count; ++i) { struct renderer_canvas *canvas = canvases[i]; @@ -955,6 +954,8 @@ void renderer_canvas_present(struct renderer_canvas **canvases, u32 canvases_cou last_texture_handle = texture_handle; } + ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + /* Activate buffer */ u32 zero = 0; UINT vertex_stride = shader->vertex_size; @@ -971,6 +972,8 @@ void renderer_canvas_present(struct renderer_canvas **canvases, u32 canvases_cou case SHADER_GRID: { + ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + /* Activate buffer */ u32 zero = 0; UINT vertex_stride = shader->vertex_size; diff --git a/src/shaders/grid.hlsl b/src/shaders/grid.hlsl index 382fe003..e210b745 100644 --- a/src/shaders/grid.hlsl +++ b/src/shaders/grid.hlsl @@ -41,7 +41,6 @@ float4 ps_main(ps_input input) : SV_TARGET float2 v = abs(round(screen_pos / spacing) * spacing - screen_pos); float dist = min(v.x, v.y); - color = input.col * step(dist, thickness / 2); return color; diff --git a/src/shaders/texture.hlsl b/src/shaders/texture.hlsl index f3bf8696..3c2c71d7 100644 --- a/src/shaders/texture.hlsl +++ b/src/shaders/texture.hlsl @@ -1,12 +1,3 @@ -/* - * TODO: - * * maybe rename this to 'sprite.hlsl' (draw_rect and stuff would become draw_sprite) - * that way UI & text can have a separate shader (IE: draw_ui_rect, draw_ui_text, etc...) - * - * for tiles - separate shader. maybe upload all tile data in constant buffer, and drawing - * tiles can just be one giant quad (that the fragment shader indexes into) - */ - struct { SamplerState sampler0; Texture2D texture0;