New answers tagged directx11
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D3D11 Indices are Messed Up and Doesn't Follow my Primitive Topology
I fixed it by changing my indices from UINTs to USHORTs.
I'm not sure why this fixes it but it does.
Such pretty cubes :)
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d3d11 compute shader compile failed
You are saying ‘==‘ instead of ‘=‘ when setting your HRESULT.
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Why would some assets require a transposed TBN matrix?
Well, that was silly. =) It turned out I was normalizing normals and tangents in my GLSL shader and not in my DX shader. Naturally, that mean the normals I was calculating myself (for the terrain; the ...
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Have both Cubemaps and TextureArray in a single texture register?
To attempt to give this question some closure:
No, you cannot mix 2D and cubemap textures in a single array.
Doing so would not give you any benefit, since you would still need a branch in the code ...
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