Trying to write a multitexturing shader in DirectX11 - 3 textures work fine, but adding 4th gets sampled as black!
Could you please look at the textureClass.cpp line 79? - I'm guess its D3D11_TEXTURE2D_DESC settings are wrong,
but no idea how to set it up right. I tried changing ArraySize from 1 to 4, but does nothing. If thats not the issue, please look
at the LightShader_ps - maybe doing something wrong there? Otherwise, no idea.
// Setup the description of the texture.
textureDesc.Height = height;
textureDesc.Width = width;
textureDesc.MipLevels = 0;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
Please help, thanks.
https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/Texture.cpp
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