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chore: match some small stuff
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@@ -687,11 +687,13 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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m_pDeviceContext->OMGetRenderTargets(1, &renderTargetView, &depthStencilView);
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {};
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std::memset(&rtvDesc, 0, sizeof(rtvDesc));
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rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvDesc.Texture2D.MipSlice = 0;
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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std::memset(&srvDesc, 0, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MostDetailedMip = 0;
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@@ -665,7 +665,7 @@ void Renderer::UpdateLightingState()
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const std::size_t lightingBytes = sizeof(c.lightDirection) + sizeof(c.lightColour) + sizeof(c.lightAmbientColour);
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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c.m_pDeviceContext->Map(c.m_lightingStateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, c.lightDirection, lightingBytes);
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std::memmove(mapped.pData, c.lightDirection, lightingBytes);
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c.m_pDeviceContext->Unmap(c.m_lightingStateBuffer, 0);
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c.lightingDirty = false;
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