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1

There's also DXGI_FORMAT_B8G8R8X8_* formats - explicitly no alpha, but still you must expand 24-bit image into 32-bit texture when loading data. In Direct3D11 24-bit and 16-bit formats are gone for good.


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Vertex shaders can't generally do that. They transform geometry, but do not write it back into the source buffers or into buffers at all (that you can access, at least). You probably want to have a look a geometry shaders and the stream-output stage. This way you can create a buffer for your data using the stream output bind flag, write yourself a geometry ...


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You need to be careful, wavefront files and gpu does not works the same, in the file, you can have a missmatch of indices between position, texcoord and normal because they can be reuse differently. Extreme example, a cube with a texture per face only need 8 point values, 4 texcoord values and 6 normal values. Now, on the GPU, a vertex need to be a full ...


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It turns out that the .obj file exported by Cinema 4D was broken. Using Blender or anything else to create the .obj file seems to solve the issue.


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I you look carefully your cube in Cinema4D, the top most corner show different texture coordinate for the side and the top ( probably the same between front and right side, but the texture can't let me state it for sure ). And in your final cube indices, you only have a range [0..7]. On the GPU, a vertex is a full tuple of values with a single index. It ...


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You can have one shader for refractive/reflective objects and one for objects that have different materials (different textures and surface properties) or you can have one big shader (uber-shader) that will determine in runtime (via uniforms) how the object should be rendered. There is a bunch of tutorials. The best one, in my humble opinion is this one: ...



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