1、inputLayout
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D3D11_INPUT_ELEMENT_DESC meshLayout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD0", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, };
虽然在vertShader中
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struct VS_INPUT { float4 vPosition : POSITION; float3 vNormal : NORMAL; float2 texCoord : TEXCOORD0; };
semantic用的是TexCoordinate0,但声明InputElement还是需将“TEXCOORD0”改成“TEXCOORD”
2、