WinRT: another device-rotation and rendering fix

This commit is contained in:
David Ludwig 2013-02-19 22:07:07 -05:00
parent 4a906d9edf
commit 0cc80148f4
2 changed files with 37 additions and 2 deletions

View file

@ -975,6 +975,9 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
XMMatrixTranslation(-1, -1, 0),
XMMatrixRotationX(XM_PI)
)));
#if 0
data->vertexShaderConstantsData.view = XMMatrixIdentity();
#endif
//
// Update the Direct3D viewport, which seems to be aligned to the
@ -1152,14 +1155,15 @@ D3D11_RenderFillRects(SDL_Renderer * renderer,
#if 0
// Set up a test pattern:
SDL_FRect rects[] = {
SDL_FRect _rects[] = {
{-1.1f, 1.1f, 1.1f, -1.1f},
{-1.0f, 1.0f, 1.0f, -1.0f}, // red
{0.0f, 1.0f, 1.0f, -1.0f}, // green
{-1.0f, 0.0f, 1.0f, -1.0f}, // blue
{0.0f, 0.0f, 1.0f, -1.0f} // white
};
count = sizeof(rects) / sizeof(SDL_FRect);
count = sizeof(_rects) / sizeof(SDL_FRect);
#define rects _rects
#endif
for (int i = 0; i < count; ++i) {