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@@ -17,10 +17,9 @@ class SkyBox
ID3D11PixelShader* SKYMAP_PS = nullptr;
ID3D11InputLayout* gInputLayout= nullptr;

ID3D11ShaderResourceView* skyTexture = nullptr; //This will contain the texture, a resource view that will be bound to the gpu


ID3D11DepthStencilState* DSLessEqual; //This is needed to make sure the sky is ALWAYS behind all other geometry
//ID3D11RasterizerState* RSCullNone; //Removes culling, (Might not be needed, culling is already deactivated)
ID3D11RasterizerState* RSCullNone; //Removes culling, (Might not be needed, culling is already deactivated)

std::vector<Vertex> *vertices = nullptr;

@@ -34,15 +33,24 @@ class SkyBox
XMFLOAT4X4 worldMatrix;
worldConstantBuffer* worldStruct = nullptr;
ID3D11Buffer* worldBuffer = nullptr; //this is a pointer to the constant buffer, sent from the engine



//Texture
ID3D11ShaderResourceView* texture = nullptr;
ID3D11Resource *pTexture = nullptr;

bool createCube();
bool loadShaders();
bool createRenderStates();

bool loadTexture(std::string filePath);
public:
SkyBox();
bool Init(ID3D11DeviceContext* gDeviceContext, ID3D11Device *gDevice, ID3D11Buffer * worldBuffer, worldConstantBuffer* worldStruct);
void Release();

void update();
void update(XMFLOAT3 camPos);
void render();

virtual ~SkyBox();
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