Sign in to follow this  
kazenofairy

[HLSL/Direct3D] Drawing a texture quad

Recommended Posts

kazenofairy    100
Hello,

I've been using these forums as help for a while, but this is actually the first time I will be posting. Maybe I am very bad at searching but I've been unable to find anything about this.

I am pretty new to DirectX and HLSL. I want to do page flipping animation using textures and HLSL shaders. I know it is far easier using ID3DXSprite but I don't want to do it that way as I already have everything set the other way. What I actually want to know is... how do you tell the HLSL shader that you want to draw just a portion of the texture?

I know that changing the Tu and Tv elements of the VertexBuffer can help you achieve that but I don't really know/think it is a good idea to keep locking, changing and unlocking the vertex buffer each time I draw a game object.

Does anyone know a way to do this right? Maybe setting some values in the vertex or pixel shader?

Hope I explained myself.

Thanks in advance.

Share this post


Link to post
Share on other sites
M4573R    144
Doing it in the vertex shader could be as easy as 4 adds to your quad's uv coordinates if you have your sprite frames in a strip. Not costly at all :D

Share this post


Link to post
Share on other sites
kazenofairy    100
Really? Thanks for the info! Although, I already tried to find examples on how to do that and I was not able to found any. Is there any guidance that you can give me? Thanks again!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this