Index: source/renderer/TexturedLineRData.h =================================================================== --- source/renderer/TexturedLineRData.h +++ source/renderer/TexturedLineRData.h @@ -61,9 +61,9 @@ struct SVertex { - SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; } + SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UV.X = u; m_UV.Y; } CVector3D m_Position; - float m_UVs[2]; + CVector2D m_UV; float padding[3]; // get a pow2 struct size }; cassert(sizeof(SVertex) == 32); Index: source/renderer/TexturedLineRData.cpp =================================================================== --- source/renderer/TexturedLineRData.cpp +++ source/renderer/TexturedLineRData.cpp @@ -67,12 +67,12 @@ deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV0, Renderer::Backend::Format::R32G32_SFLOAT, - offsetof(CTexturedLineRData::SVertex, m_UVs), stride, + offsetof(CTexturedLineRData::SVertex, m_UV), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexAttributeFormat( Renderer::Backend::VertexAttributeStream::UV1, Renderer::Backend::Format::R32G32_SFLOAT, - offsetof(CTexturedLineRData::SVertex, m_UVs), stride, + offsetof(CTexturedLineRData::SVertex, m_UV), stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); deviceCommandContext->SetVertexBuffer(0, m_VB->m_Owner->GetBuffer()); @@ -375,7 +375,7 @@ { roundCapPoints = 3; // creates only one point directly ahead radius *= 1.5f; // make it a bit sharper (note that we don't use the radius for the butt-end corner points so it should be ok) - centerVertex.m_UVs[0] = 0.480f; // slight visual correction to make the texture match up better at the corner points + centerVertex.m_UV.X = 0.480f; // slight visual correction to make the texture match up better at the corner points } FALLTHROUGH; case SOverlayTexturedLine::LINECAP_ROUND: