How do you implement per instance textures, vertex shaders, and pixel shaders? Given: 1. Two different model templates in Vertex Buffer, Square & Triangle 2. Instance Buffer with [n] instances of ...
According to MSDN, I can have 4096 samplers per context. That's a lot, considering there's only a handful of common sampler states. That tempts me to initialize an array containing a whole bunch of ...
In my Direct3D 11 application, I am using several sampler states to retrieve texture data. Some of them are used in all pixel shaders, some of them are only used in very specific ones. The question ...