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1

The only way I was able to reproduce issue was to try to use the DirectX Tool Kit for DirectX 12 library but using the DirectX Tool Kit for DirectX 11 instructions with a Direct3D 11 device/deviceContext. IOW: You have the DirectX 12 version of the library added to your DirectX 11 project. If you want Direct3D 11, be sure to use the instructions from here ...


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For DirectX Tool Kit, you should walk through the first few lessons of the tutorials which covers the basic of SpriteBatch and SpriteFont. DirectX Tool Kit is a C++ language library. The class designs are inspired by the XNA Game Studio class design, but they are very different things. The intent is if you are familiar with SpriteBatch from XNA Game Studio ...


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Review the HLSL cbuffer packing rules here: https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules HLSL packing rules are similar to performing a #pragma pack 4 with Visual Studio, which packs data into 4-byte boundaries. Additionally, HLSL packs data so that it does not cross a 16-byte boundary. Variables are packed into ...


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It looks like you want viewDesc.Texture2DArray.ArraySize = 1; instead of 6. This represents the number of array slices in the view you're taking, counting from the first slice. When i = 0, this can be any number from 1 (since a view of 0 slices doesn't make sense) to 6 (the whole array). But when i = 1, this can only go up to 5 - trying to view the 6th slice ...


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Texture coordinates were wrong. The ones that I was sending to vertex buffer.


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