9ย years, 2ย months ago
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In fact it was wrong, I was sending the same face all the time and making it for all the mipmaps is not needed. I also followed your advice and used the desc to get the mipmap cโฆ
9ย years, 2ย months ago
Hello, I would like to generate mipmaps for a RGBA8 texture, however it only works for one face. Here my source: D3D11_TEXTURE2D_DESC desc = { 0 }; desc.Width = this->x; descโฆ
9ย years, 2ย months ago
Hello, I would like to ask some questions regarding corner cases when validating the GPU driver under virtualization environment: - What kind of test would stressโฆ
10ย years, 2ย months ago
Hello, I've been looking for info but I couldn't find any about this. Normally on Dx9 using the FVF I was able to pack Color into an unsigned byte, 8 bits per component,โฆ
12ย years ago
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See all in DiscussionsIn fact it was wrong, I was sending the same face all the time and making it for all the โฆ
9ย years, 2ย months ago
2 hours ago, ajmiles said: You seem to be updating subresource 'i' here: D3D11DeviceContext->UpdateSubresource(Tex.Get(), i, 0, initData[i].pSysMem, initData[i].SysMemPitch, size); Whereas โฆ
9ย years, 2ย months ago
Hello, I would like to generate mipmaps for a RGBA8 texture, however it only works for one face. Here my โฆ
9ย years, 2ย months ago