Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

Issue with the binding of 2 texture

$
0
0
Hi, I've got a issue with the binding of a texture in my Directx11 programme. I have 2 textures that i must pass to the pixel shader, one is a Texture3D and the other is a Texture2D from a render to texture. So i give it to the Pixel Shader like this specifying the register index. deviceContext->PSSetShaderResources(0, 1, &backfaceTexture); deviceContext->PSSetShaderResources(1, 1, &volumeTexture); In the pixel shader i declare the 2 textures like this. Texture2D backFaceTexture : register(t0); Texture3D volumeTexture : register(t1); And when i use it, the backface texture is empty an the volume texture contains the backface texture. But when i use the graphics debugger from Visual Studio i can see that my 2 textures are correctly load in the GPU If someone have any idea why is not working

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>