D3DX11 and tga
Members - Reputation: 186
Posted 26 February 2011 - 08:04 PM
hr = D3DX11CreateShaderResourceViewFromFile( g_pd3dDevice, Input.c_str(), NULL, NULL, &Result->mShaderResourceView, NULL );
the hr results in 16389 (with HRESULT_CODE(hr) )
according to msdn it should return one of the values on this list:
and 16389 isnt on that list.
Im pretty sure DX11 can support old school TGA right? It works fine with dds, bmp, etc. Just the few TGAs i have tried do not. Any reasons why this wouldn't work?
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Posted 26 February 2011 - 09:33 PM
Members - Reputation: 205
Posted 27 February 2011 - 02:55 AM
here's a snippet how to do it
don't mind e3d_Std it's just log functions
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Posted 28 February 2011 - 10:00 AM
My open source DirectX 10/11 graphics engine. https://sites.google.com/site/dawoodoz
"My design pattern is the simplest to understand. Everyone else is just too stupid to understand it."