#include "Render.h" namespace Oyster { namespace Graphics { namespace Render { namespace Rendering { Core::ShaderManager::ShaderEffect Basic::Resources::se = Core::ShaderManager::ShaderEffect(); void Basic::Resources::Init() { se.Shaders.Vertex = Core::ShaderManager::Get::Vertex(L"DebugCamera"); se.Shaders.Pixel = Core::ShaderManager::Get::Pixel(L"Debug"); } void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4 Projection) { Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,1)); } void Basic::RenderScene(Model* models, int count) { } void Basic::EndFrame() { } } } } }