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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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