bool InitDirect3DApp::Init() { if(!D3DApp::Init()) return false; // Set up the vertex and index buffers for the shape we are drawing BuildVertexBuffer(); BuildIndexBuffer(); BuildEffect(); BuildVertexLayout(); return true; }
NzSkyboxBackground::NzSkyboxBackground() { if (!s_indexBuffer) s_indexBuffer = BuildIndexBuffer(); if (!s_shader) s_shader = BuildShader(); if (!s_vertexBuffer) s_vertexBuffer = BuildVertexBuffer(); m_indexBuffer = s_indexBuffer; m_sampler.SetWrapMode(nzSamplerWrap_Clamp); // Nécessaire pour ne pas voir les côtés m_shader = s_shader; m_vertexBuffer = s_vertexBuffer; }