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Texture Arrays

Started by michaelmk86 May 28, 2013 at 2:31 PM 0 replies 2.1k views
Original Post
michaelmk86
michaelmk86

it is possible to pass to the shader a Texture Array and at the same time 2 or more Textures that are not in an arrey?

I have try like that but it doesn't work


deviceContext->PSSetShaderResources(0, 1, &ShadowMapTexture);//contains 1 Texture
deviceContext->PSSetShaderResources(1, 1, &ReflectionTexture);//contains 1 Texture
deviceContext->PSSetShaderResources(2, 4, modelTexturesArray);//contains 4 Textures



//HLSL
Texture2D Textures[6] : register(t0);

Textures[0].Sample(.....// it is the ShadowMapTexture
Textures[1].Sample(.....// it is the ReflectionTexture
Textures[2].Sample(.....// it is the modelTexturesArray 0
Textures[3].Sample(.....// it is the modelTexturesArray 1
Textures[4].Sample(.....// it is the modelTexturesArray 2
Textures[5].Sample(.....// it is the modelTexturesArray 3
...

the weird thing is that if i do the following it works but not with the hadowMapTexture and ReflectionTexture at the same time


deviceContext->PSSetShaderResources(0, 1, &ShadowMapTexture);//contains 1 Texture
deviceContext->PSSetShaderResources(1, 4, modelTexturesArray);//contains 4 Textures



//HLSL
Texture2D Textures[5] : register(t0);

Textures[0].Sample(.....// it is the ShadowMapTexture
Textures[1].Sample(.....// it is the modelTexturesArray 0
Textures[2].Sample(.....// it is the modelTexturesArray 1
Textures[3].Sample(.....// it is the modelTexturesArray 2
Textures[4].Sample(.....// it is the modelTexturesArray 3
...

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