- finished sample Primitives (codeplesx issue #531). Problem was a semantic issue in shader. For DX10 and DX11 you have to change POSITION0 o SV_POSITION.
- removed a unnecessary Unmap call after initialing the VertexBffer in DX10 RenderSystem
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@ -49,7 +49,7 @@ namespace ANX.RenderSystem.Windows.DX10
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};
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};
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NativeBuffer = new Dx10.Buffer(device, description);
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NativeBuffer = new Dx10.Buffer(device, description);
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NativeBuffer.Unmap();
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//NativeBuffer.Unmap();
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}
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}
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#endregion
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#endregion
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@ -62,7 +62,7 @@ namespace ANX.RenderSystem.Windows.DX11
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};
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};
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NativeBuffer = new Dx.Buffer(device, description);
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NativeBuffer = new Dx.Buffer(device, description);
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NativeBuffer.Unmap();
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//NativeBuffer.Unmap();
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}
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}
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}
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}
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#endregion
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#endregion
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@ -31,4 +31,5 @@ using System.Runtime.InteropServices;
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// Build-Nummer
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// Build-Nummer
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// Revision
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// Revision
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//
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//
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyVersion("1.0.1.*")]
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[assembly: AssemblyFileVersionAttribute("1.0.1.0")]
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@ -14,7 +14,7 @@ struct VertexShaderInput
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struct VertexShaderOutput
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struct VertexShaderOutput
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{
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{
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float4 Position : POSITION0;
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float4 Position : SV_POSITION;
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float4 Color : COLOR0;
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float4 Color : COLOR0;
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};
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};
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