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(-)c/Samples/DeferredShading/include/CreateSphere.h (-1 / +1 lines)
Lines 25-31 Link Here
25
	HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
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	HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
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	VertexBufferBinding* binding = vertexData->vertexBufferBinding;
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	VertexBufferBinding* binding = vertexData->vertexBufferBinding;
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	binding->setBinding(0, vBuf);
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	binding->setBinding(0, vBuf);
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	Real* pVertex = static_cast<Real*>(vBuf->lock(HardwareBuffer::HBL_DISCARD));
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	float* pVertex = static_cast<float*>(vBuf->lock(HardwareBuffer::HBL_DISCARD));
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	// allocate index buffer
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	// allocate index buffer
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	pSphereVertex->indexData->indexCount = 6 * nRings * (nSegments + 1);
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	pSphereVertex->indexData->indexCount = 6 * nRings * (nSegments + 1);
(-)c/Samples/DeferredShading/src/MLight.cpp (-1 / +1 lines)
Lines 199-205 Link Here
199
	HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
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	HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
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	VertexBufferBinding* binding = vertexData->vertexBufferBinding;
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	VertexBufferBinding* binding = vertexData->vertexBufferBinding;
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	binding->setBinding(0, vBuf);
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	binding->setBinding(0, vBuf);
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	Real* pVertex = static_cast<Real*>(vBuf->lock(HardwareBuffer::HBL_DISCARD));
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	float* pVertex = static_cast<float*>(vBuf->lock(HardwareBuffer::HBL_DISCARD));
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	// allocate index buffer
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	// allocate index buffer
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	indexData->indexCount = 6 * nRings * (nSegments + 1);
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	indexData->indexCount = 6 * nRings * (nSegments + 1);

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