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GRP UI: respect image 0's texture wrap mode
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1 changed files with 5 additions and 2 deletions
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@ -140,9 +140,12 @@ void UI::DrawBatch()
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}
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}
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// @TODO: support for custom shaders?
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// @TODO: support for custom shaders?
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Q_assert(shader->stages[0] != NULL);
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const textureBundle_t& bundle = shader->stages[0]->bundle;
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const textureWrap_t wrapMode = bundle.image[0] != NULL ? bundle.image[0]->wrapClampMode : TW_REPEAT;
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PixelRC pixelRC = {};
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PixelRC pixelRC = {};
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pixelRC.texture = GetBundleImage(shader->stages[0]->bundle)->textureIndex;
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pixelRC.texture = GetBundleImage(bundle)->textureIndex;
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pixelRC.sampler = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear);
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pixelRC.sampler = GetSamplerIndex(wrapMode, TextureFilter::Linear);
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CmdSetRootConstants(rootSignature, ShaderStage::Pixel, &pixelRC);
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CmdSetRootConstants(rootSignature, ShaderStage::Pixel, &pixelRC);
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CmdDrawIndexed(indexCount, firstIndex, 0);
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CmdDrawIndexed(indexCount, firstIndex, 0);
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