Could you post your pixel shader as well?
Sure thing, code is copy-pasted from online source (I wanted to postpone writing pixel shaders for a bit).
In the drawstring() method above I switch shader resources in a for-loop (e.g. 4 quads with letters, 1 with a number, 4 with letters). Only after the loop has finished do I call Draw(). I think this may be what I'm doing wrong - am I supposed to hold two textures in the pixelshader?
/*
Beginning DirectX 11 Game Programming
By Allen Sherrod and Wendy Jones
Texture Mapping Shader
*/
Texture2D colorMap_ : register( t0 );
SamplerState colorSampler_ : register( s0 );
struct VS_Input
{
float4 pos : POSITION;
float2 tex0 : TEXCOORD0;
};
struct PS_Input
{
float4 pos : SV_POSITION;
float2 tex0 : TEXCOORD0;
};
PS_Input VS_Main( VS_Input vertex )
{
PS_Input vsOut = ( PS_Input )0;
vsOut.pos = vertex.pos;
vsOut.tex0 = vertex.tex0;
return vsOut;
}
float4 PS_Main( PS_Input frag ) : SV_TARGET
{
return colorMap_.Sample( colorSampler_, frag.tex0 );
}