C++ DirectX 11 Engine Tutorial 20 - Texturing

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After i studied OpenGL, I'm studying DirectX, using your tutorial after going through some tutorials of DirectX.
And What I think is that
your tutorial makes me learn DirectX more quickly than any other tutorials on the internet.
Also, You give me lots of knowledge where i can manage and organize DirectX resources.

I appreciate you!
Thanks!

chanhaenglee
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Great series, I'm glad DX11 still works with the newer VS, SDK, etc. Question: Do I need a texture imported in order to have light affect a 3d mesh? For example, I just want a grey cube with realistic lighting, but light only makes sense when combined with a material. Will the lighting tutorials work with no texture imported, just a grey mesh (vertices & triangles colored grey, or blue, or whatever)?

paulbarton
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Great lesson! I have a question: if I set sampler filter parameter D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, I get spammed with messages:
D3D11 ERROR: The Pixel Shader unit expects a Sampler configured for default filtering to be set at Slot 0, but the sampler bound at this slot is configured for comparison filtering. This mismatch will produce undefined behavior if the sampler is used (e.g. it is not skipped due to shader code branching). [ EXECUTION ERROR #390: DEVICE_DRAW_SAMPLER_MISMATCH]
When I set as a filter, the error is gone. Why this happens?

lansvans
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An odd problem I ran into while integrating dx11 into a dx12 engine was that 'CreateWicTextureFromFile' was defined twice. Once for the DirectXTK11 library and again for the DirectXTK12 library. I couldn't include both 'WICTextureLoader.h' files in the same cpp file because an enum was redeclared. If you're having the same issue with multi API integration like I was try making a wrapper for each texture type for each API and place the 'WICTextureLoader.h' in the cpp for each texture respective texture wrapper. That way you won't have those annoying redefinition errors and you don't have to edit the DirectXTK library.

garrettcourtney
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Hello. I have linker issues while building the project in release mode (both x64 and x86) after including WICTextureLoader.h. I am using vs2022.

jannesopanen
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So the UV texcoords are like a window system coordinates for each vertex but between 0 and 1 right ? If so i want to texture a cube is there a site to get those UV values so i don't have to figure out to each vertex ?

Byynx
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How can I do fullscreen? Can I find how to make it in this playlist?

alsance
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I'm getting an "implicit truncation of vector tytpe" warning on this line float3 pixelColor = objTexture.Sample(objSampleState, input.inTexCoord); Is there any way to remedy this?

SoloR
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PNG 형식으로 텍스처를 만들 때 빈 공간을 처리하는 방법은 무엇입니까? 빈 공간이 흰색으로 나옵니다.

최우혁-zc
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Me: Goes to this DirectX Tutorial


Jpres: 3:39

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