DX11ClothDemo: fix texture load and initial camera position
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@@ -1064,8 +1064,8 @@ HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFA
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// Setup the camera's view parameters
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D3DXVECTOR3 vecEye( 0.0f, 0.0f, -100.0f );
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D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
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D3DXVECTOR3 vecEye( 30.0f, 30.0f, -80.0f );
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D3DXVECTOR3 vecAt ( 10.0f, 20.0f, -0.0f );
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g_Camera.SetViewParams( &vecEye, &vecAt );
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@@ -1079,12 +1079,20 @@ HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFA
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initBullet();
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std::wstring flagTexs[] = {
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L"amdFlag.bmp",
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std::wstring flagTexsName[] = {
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L"atiFlag.bmp",
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L"amdFlag.bmp",
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};
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int numFlagTexs = 2;
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WCHAR flagTexs[2][MAX_PATH];
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HRESULT res = DXUTFindDXSDKMediaFileCch(flagTexs[0],MAX_PATH, flagTexsName[0].c_str());
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res = DXUTFindDXSDKMediaFileCch(flagTexs[1],MAX_PATH, flagTexsName[1].c_str());
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for( int flagIndex = 0; flagIndex < numFlags; ++flagIndex )
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{
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cloths[flagIndex].create_texture(flagTexs[flagIndex % numFlagTexs]);
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