From 2f549e906b4e04fe57f776b5a187690cb9362e3c Mon Sep 17 00:00:00 2001 From: Yong He Date: Mon, 23 Oct 2017 22:20:56 -0400 Subject: try fix 2 --- tools/render-test/main.cpp | 2 +- tools/render-test/render-d3d11.cpp | 6 ++---- 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) { -- cgit v1.2.3