Well they don't actually walk in to a bar. However, sorry to disappoint but there's a small tiny issue. I have let's say 3 textures for now that are being set up in the rendering pipeline. They are 2D Textures and they are in a vector array.
unsigned int arraySize = TextureArrays.size(); //-- Obtain Vector Size. devcon->PSSetShaderResources(0,arraySize ,&TextureArrays);
Great and dandy! However, I now have a TextureCube that I want to use for reflection purposes from the already existing cubemap. So, I grabbed the shader resource view from the cube map and bring it to the main rendering for the meshes. So, the three textures I was talking about : DIffuse, Normal, Specular. I want to add the Texture Cube to that. Would it go like this?
unsigned int arraySize = textureArray.size(); //-- Obtain three textures inside the vector. devcontext->PSSetShaderResource(0,arraySize,&textureArray); //-- Diffuse, Normal, Specular. if(cubemapShaderResourceView) ///-- Check to see if it's even loaded inside as ID3D11ShaderResourceView. devcon->PSSetShaderResource(1,0,&cubemapShaderResourceView);
Or would it be just fine to be added inside the vector along with the Diffuse, Normal, Specular and whatnot. I was thinking because of how inside the shader the Diffuse, Normal, Specular are all Texture2D and the texturemap is TextureCube; so I didn't know how I should go about this...
I hope I kept it sweet and short and thanks for reading. Any feedback would be most appreciated.