13 years, 4 months ago
Highlights
Community contributions featuredThe simplest way i can think of is this ID3D11ShaderResourceView* textures[10]; for(int i=0; i<10; i++) D3DX11CreateShaderResourceViewFromFile(device, fileName, NULL,…
13 years, 4 months ago
13 years, 4 months ago
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->…
13 years, 4 months ago
Hi, how to get multiple textures on a model without the need to use separate draw calls for each texture that is on the model? SamplerState SampleTypeWrap : register(s0);…
13 years, 4 months ago
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See all in DiscussionsThe simplest way i can think of is this ID3D11ShaderResourceView* textures[10]; for(int i=0; i<10; i++) D3DX11CreateShaderResourceViewFromFile(device, fileName, NULL, NULL, …
13 years, 4 months ago
it is possible to pass to the shader a Texture Array and at the same time 2 or more Textures …
13 years, 4 months ago
I successfully drew a 50x50 area one cube high. FPS is at a whopping 11 -.- so I obviously did …
13 years, 4 months ago