From 04fdadd9d5f9588055fb54571410febfa710b86d Mon Sep 17 00:00:00 2001 From: Pokechu22 Date: Fri, 22 Apr 2022 12:50:44 -0700 Subject: VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal --- Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp') diff --git a/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp index b7aeab512c..b4da7fc354 100644 --- a/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp +++ b/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp @@ -115,11 +115,12 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl) for (int i = 0; i < 3; i++) { + static constexpr std::array NAMES = {"NORMAL", "TANGENT", "BINORMAL"}; format = &vtx_decl.normals[i]; if (format->enable) { - m_elems[m_num_elems].SemanticName = "NORMAL"; - m_elems[m_num_elems].SemanticIndex = i; + m_elems[m_num_elems].SemanticName = NAMES[i]; + m_elems[m_num_elems].SemanticIndex = 0; m_elems[m_num_elems].AlignedByteOffset = format->offset; m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer); m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; -- cgit v1.2.3