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#Actualgigaworm

Posted 13 April 2013 - 09:35 AM

So I need to wrap the texture when I create it to a 512 texture? Also, I used the texture I created as the texture for the terrain to make sure it was being passed in correctly and for some reason the only value that will output some form of texture is DXGI_FORMAT_R8_TYPELESS, otherwise I just get a black screen. 

 

So for what to use as the texture parameter, something like this?

 

 

 

float ii = (i & 255)/256;
float jj = (j & 255)/256;


float gi0 = PermTex.SampleLevel( SampleType, ii+ (PermTex.SampleLevel( SampleType, jj, 0 )), 0 ) ;
 

 


#3gigaworm

Posted 13 April 2013 - 09:34 AM

So I need to wrap the texture when I create it to a 512 texture? Also, I used the texture I created as the texture for the terrain to make sure it was being passed in correctly and for some reason the only value that will output some form of texture DXGI_FORMAT_R8_TYPELESS, otherwise I just get a black screen. 

 

So for what to use as the texture parameter, something like this?

 

 

 

float ii = (i & 255)/256;
float jj = (j & 255)/256;


float gi0 = PermTex.SampleLevel( SampleType, ii+ (PermTex.SampleLevel( SampleType, jj, 0 )), 0 ) ;
 

 


#2gigaworm

Posted 13 April 2013 - 09:34 AM

So I need to wrap the texture when I create it to a 512 texture? Also, I used the texture I created in as the texture for the terrain to make sure it was being passed in correctly and for some reason the only value that will output some form of texture DXGI_FORMAT_R8_TYPELESS, otherwise I just get a black screen. 

 

So for what to use as the texture parameter, something like this?

 

 

 

float ii = (i & 255)/256;
float jj = (j & 255)/256;


float gi0 = PermTex.SampleLevel( SampleType, ii+ (PermTex.SampleLevel( SampleType, jj, 0 )), 0 ) ;
 

 


#1gigaworm

Posted 13 April 2013 - 09:34 AM

So I need to wrap the texture when I create it? Also, I used the texture I created in as the texture for the terrain to make sure it was being passed in correctly and for some reason the only value that will output some form of texture DXGI_FORMAT_R8_TYPELESS, otherwise I just get a black screen. 

 

So for what to use as the texture parameter, something like this?

 

 

 

float ii = (i & 255)/256;
float jj = (j & 255)/256;


float gi0 = PermTex.SampleLevel( SampleType, ii+ (PermTex.SampleLevel( SampleType, jj, 0 )), 0 ) ;
 

 


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