I'm using D3DX11CreateShaderResourceViewFromFile in conjunction with D3DX11GetImageInfoFromFile to load the textures. I doubled checked and the dds file in question is certainly BC5_SNORM and not BC5_UNORM.
Incorrect value range when sampling BC5_SNORM texture
#1 Members - Reputation: 745
Posted 15 March 2012 - 11:09 AM
I'm using D3DX11CreateShaderResourceViewFromFile in conjunction with D3DX11GetImageInfoFromFile to load the textures. I doubled checked and the dds file in question is certainly BC5_SNORM and not BC5_UNORM.
#2 Members - Reputation: 280
Posted 15 March 2012 - 12:27 PM
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."
#3 Members - Reputation: 745
Posted 15 March 2012 - 12:41 PM
Normal1.Sample(linearSampler, input.texcoord).xy
and
Normal2.Sample(linearSampler, input.texcoord).xy * 2 - 1
return the same value.
#4 Members - Reputation: 280
Posted 15 March 2012 - 02:02 PM
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."
#6 Members - Reputation: 280
Posted 16 March 2012 - 08:17 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."






