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Bokke

Member Since 02 Mar 2013
Offline Last Active Jun 08 2013 01:08 PM
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Posts I've Made

In Topic: Shaders - HLSL - SampleLevel()

18 April 2013 - 02:22 PM

Thanks, I should have read the msdn more closely:

 

The Format of the texture is indeed defined as DXGI_FORMAT_R32G32B32A32_FLOAT.

I was too much focused on the fact that it was a Texture1D and ignored to see that an element could as well have multiple dimensions...

 

As for the float3 vs float4: I only need a random x, y and z component for v, so no use for a float4 variable.


In Topic: Loading PNG files

03 March 2013 - 01:03 AM

Hello,

 

I propose you have a look at D3DX11CreateShaderResourceViewFromFile

Since the D3D10ImageFileFormat is mentioned for D3DX10CreateShaderResourceViewFromFile, however that its not for the D3D11, I still do expect that D3DX11_IMAGE_FILE_FORMAT holds: D3DX11_IFF_PNG Is probably what you are looking for.


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