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commit 57028bf0df3730fdb6710dc4263d20416f09a1fd
Author: Vincent Torri <vincent.to...@gmail.com>
AuthorDate: Sat Aug 19 04:27:25 2023 -0700
Update 'Direct3D 11 for 2D: Display a pink triangle'
---
Direct3D-11-for-2D%3A-Display-a-pink-triangle.md | 12 +++++++++---
1 file changed, 9 insertions(+), 3 deletions(-)
diff --git a/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md b/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
index 6b5732c..046cb78 100644
--- a/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
+++ b/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
@@ -68,6 +68,8 @@ We have to pass the vertices of our triangle (which are the geometric data) to t
The code below is the HLSL code which contains both the function `main_vs()` for the vertex shader program, and the function `main_ps()` for the pixel shader program. Save it under the name `shader_1.hlsl`.
+**shader_1.hlsl**
+
```c
struct vs_input
{
@@ -85,7 +87,7 @@ struct ps_input
* @param input the 2 coordinates of a vertex, got from CPU
* @return the 4D position of the pixel corresponding to the vertex in GPU
*/
-ps_input main_vs(vs_input input )
+ps_input main_vs(vs_input input)
{
ps_input output;
output.position = float4(input.position, 0.0f, 1.0f);
@@ -118,6 +120,8 @@ The file `shader_1.hlsl` must be saved in the same directory than `win.c` and `d
Here is the code of `d3d_2.c`:
+**d3d_2.c**
+
```c
/*
* Tutorial part 2
@@ -840,6 +844,8 @@ void d3d_render(D3d *d3d)
Here is the diff file between `d3d_1.c` and `d3d_2.c`:
+**d3d_2.diff**
+
```diff
--- d3d_1.c 2022-08-02 08:29:31.729646500 +0200
+++ d3d_2.c 2023-08-17 13:29:23.597473100 +0200
@@ -1263,7 +1269,7 @@ struct ps_input
* @param input the 2 coordinates of a pixel, got from CPU
* @return the 4D position of the normalized coordinates of the vertex in GPU
*/
-ps_input main_vs(vs_input input )
+ps_input main_vs(vs_input input)
{
ps_input output;
float2 p = input.position;
@@ -1315,7 +1321,7 @@ float4 main_ps(ps_input input) : SV_TARGET
+ * @param input the 2 coordinates of a pixel, got from CPU
+ * @return the 4D position of the normalized coordinates of the vertex in GPU
*/
- ps_input main_vs(vs_input input )
+ ps_input main_vs(vs_input input)
{
ps_input output;
- output.position = float4(input.position, 0.0f, 1.0f);
--
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