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-rw-r--r--tools/render-test/main.cpp2
-rw-r--r--tools/render-test/render-d3d11.cpp6
2 files changed, 3 insertions, 5 deletions
diff --git a/tools/render-test/main.cpp b/tools/render-test/main.cpp
index 69f97b779..d3247e55f 100644
--- a/tools/render-test/main.cpp
+++ b/tools/render-test/main.cpp
@@ -384,7 +384,7 @@ int main(
{
if (message.message == WM_QUIT)
{
- return (int)12345;// message.wParam;
+ return (int)message.wParam;
}
TranslateMessage(&message);
diff --git a/tools/render-test/render-d3d11.cpp b/tools/render-test/render-d3d11.cpp
index a1cecd7c6..e40c68405 100644
--- a/tools/render-test/render-d3d11.cpp
+++ b/tools/render-test/render-d3d11.cpp
@@ -403,7 +403,7 @@ public:
// We immediately bind the back-buffer render target view, and we aren't
// going to switch. We don't bother with a depth buffer.
dxImmediateContext->OMSetRenderTargets(
- dxRenderTargetViews.Count(),
+ 1, //dxRenderTargetViews.Count(),
dxRenderTargetViews.Buffer(),
NULL);
@@ -427,7 +427,7 @@ public:
virtual void clearFrame() override
{
- for (auto i = 0u; i < dxRenderTargetViews.Count(); i++)
+ for (auto i = 0u; i < 1; i++)
dxImmediateContext->ClearRenderTargetView(
dxRenderTargetViews[i],
clearColor);
@@ -1055,8 +1055,6 @@ public:
}
virtual BindingState * createBindingState(const ShaderInputLayout & layout)
{
- fprintf(stderr, "pre-create binding state\n");
-
D3DBindingState * rs = new D3DBindingState();
for (auto & entry : layout.entries)
{