public override void InitBuffers(Device d3d, DeviceContext context) { vertexBuffer = Buffer.Create(d3d, BindFlags.VertexBuffer, Vertices); indexBuffer = Buffer.Create(d3d, BindFlags.IndexBuffer, Indices); Shader = RenderStorageSingleton.Instance.ShaderManager.shaders[1]; BoundingBox.InitBuffers(d3d, context); }
public override void InitBuffers(ID3D11Device d3d, ID3D11DeviceContext context) { vertexBuffer = d3d.CreateBuffer(BindFlags.VertexBuffer, Vertices, 0, ResourceUsage.Default, CpuAccessFlags.None); indexBuffer = d3d.CreateBuffer(BindFlags.IndexBuffer, Indices, 0, ResourceUsage.Default, CpuAccessFlags.None); Shader = RenderStorageSingleton.Instance.ShaderManager.shaders[2]; }