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sample code to use tiled resource technology in d3d11.2?

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i got a strange result in calling UpdateTileMapping and UpdateTiles every frame like this which as same as the Mars Tiled Resource Sample do: void CalledEveryFrame() { vector<D3D11_TILED_RESOURCE_COORDINATE> coordinates; // 4 diffrent coordinates vector<D3D11_TIL_REGION_SIZE> regions; // 4 as same. but only set the NumTiles=1 vector<UINT> offsets(4, 0); vector<UINT> rangeFlags(4, 0); vector<UINT> rangeTileCounts(4, 1); deviceContext->UpdateTileMappings(myMiscTexture, 4, coordinates.data(), regions.data(), myMiscBuffer, 4, rangFlags.data(), offsets.data(). rangeTileCounts.data(), D3D11_TILE_MAPPING_NO_OVERWRITE); map<int, vector<float>> myTileData; // 4 with different data. for (int index = 0; index < coordinates.size(); index++) { D3D11_TILED_RESOURCE_COORDINATE coord = coordinate[index]; D3D11_TILE_REGION_SIZE region = regions[index]; deviceContext->UpdateTiles(myMiscTexture, &coord, &region, myTileData[index].data(), D3D11_TILE_COPY_NO_OVERWRITE); } } i alway got 4 same TileData show in different coordinate. if i copy the code above with another 4 coordinate like this: void CalledEveryFrame() { UpdateTileMappings(coordinates); for(coordinates) { UpdateTiles(TileData); } UpdateTileMappings(coordinates2); for(coordinates2) { UpdateTiles(TileData2); } } i alway got 8 same TileData showing, why?

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