Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


#ActualMigi0027

Posted 29 August 2013 - 02:44 PM

Hi guys!

 

So recently I needed a cube map, and I've never actually used one, so, this is my first try. But something goes wrong, some invalid parameters were passed, this is how I create the cube map:

 

PS. The other functions are from the library devIL (http://openil.sourceforge.net/)

// Will be filled and returned
ID3D11ShaderResourceView* pSRV = NULL;

ilInit();
 
// Load image from DevIL
ILuint idImage;
ilGenImages( 1, &idImage );
ilBindImage( idImage );
ilLoadImage( filePath.c_str() );
_ASSERT ( IL_NO_ERROR == ilGetError() );
 
// Fetch dimensions of image
int width = ilGetInteger( IL_IMAGE_WIDTH );
int height = ilGetInteger( IL_IMAGE_HEIGHT );
 
// Load the data
ilConvertImage( IL_RGBA,IL_UNSIGNED_BYTE );
unsigned char * pData = ilGetData();
 
// Build the texture header descriptor
D3D11_TEXTURE2D_DESC descTex;
descTex.Width = width;
descTex.Height = height;
descTex.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descTex.Usage = D3D11_USAGE_DEFAULT;
descTex.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
descTex.CPUAccessFlags = 0;
descTex.MipLevels = 1;
descTex.ArraySize = 1;
descTex.SampleDesc.Count = 1;
descTex.SampleDesc.Quality = 0;
descTex.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
 
// Resource data descriptor
D3D11_SUBRESOURCE_DATA data ;
memset( &data, 0, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = pData;
data.SysMemPitch = 4 * width;
 
// Create the 2d texture from data
ID3D11Texture2D * pTexture = NULL;
HV( pDevice->CreateTexture2D( &descTex, &data, &pTexture ));
 
// Create resource view descriptor
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = descTex.Format;
srvDesc.ViewDimension = dimension;

srvDesc.TextureCube.MostDetailedMip = 0;
srvDesc.TextureCube.MipLevels = D3D11_RESOURCE_MISC_GENERATE_MIPS;

srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = D3D11_RESOURCE_MISC_GENERATE_MIPS ;
 
// Create the shader resource view
HV( pDevice->CreateShaderResourceView( pTexture, &srvDesc, &pSRV ));
 
// Delete from IL buffer after image loaded correctly
ilDeleteImages( 1, &idImage );
idImage = 0;
 
return pSRV;

Where dimension is D3D11_SRV_DIMENSION_TEXTURECUBE, now what could I be doing wrong? (...Everything)

 

PS. I won't respond in the next 12-24 hours.

 

Thank You smile.png

-MIGI0027


#1Migi0027

Posted 29 August 2013 - 02:44 PM

Hi guys!

 

So recently I needed a cube map, and I've never actually used one, so, this is my first try. But something goes wrong, some invalid parameters were passed, this is how I create the cube map:

 

PS. The other functions are from the library devIL (http://openil.sourceforge.net/)

// Will be filled and returned
ID3D11ShaderResourceView* pSRV = NULL;

ilInit();
 
// Load image from DevIL
ILuint idImage;
ilGenImages( 1, &idImage );
ilBindImage( idImage );
ilLoadImage( filePath.c_str() );
_ASSERT ( IL_NO_ERROR == ilGetError() );
 
// Fetch dimensions of image
int width = ilGetInteger( IL_IMAGE_WIDTH );
int height = ilGetInteger( IL_IMAGE_HEIGHT );
 
// Load the data
ilConvertImage( IL_RGBA,IL_UNSIGNED_BYTE );
unsigned char * pData = ilGetData();
 
// Build the texture header descriptor
D3D11_TEXTURE2D_DESC descTex;
descTex.Width = width;
descTex.Height = height;
descTex.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descTex.Usage = D3D11_USAGE_DEFAULT;
descTex.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
descTex.CPUAccessFlags = 0;
descTex.MipLevels = 1;
descTex.ArraySize = 1;
descTex.SampleDesc.Count = 1;
descTex.SampleDesc.Quality = 0;
descTex.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
 
// Resource data descriptor
D3D11_SUBRESOURCE_DATA data ;
memset( &data, 0, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = pData;
data.SysMemPitch = 4 * width;
 
// Create the 2d texture from data
ID3D11Texture2D * pTexture = NULL;
HV( pDevice->CreateTexture2D( &descTex, &data, &pTexture ));
 
// Create resource view descriptor
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = descTex.Format;
srvDesc.ViewDimension = dimension;

srvDesc.TextureCube.MostDetailedMip = 0;
srvDesc.TextureCube.MipLevels = D3D11_RESOURCE_MISC_GENERATE_MIPS;

srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = D3D11_RESOURCE_MISC_GENERATE_MIPS ;
 
// Create the shader resource view
HV( pDevice->CreateShaderResourceView( pTexture, &srvDesc, &pSRV ));
 
// Delete from IL buffer after image loaded correctly
ilDeleteImages( 1, &idImage );
idImage = 0;
 
return pSRV;

Where dimension is D3D11_SRV_DIMENSION_TEXTURECUBE, now what could I be doing wrong? (...Everything)

 

PS. I won't respond in the next 12-24 hours.

 

Thank You smile.png

-MIGI0027


PARTNERS