Jump to content
  • Advertisement
Sign in to follow this  

Textured Quad Problems

This topic is 2762 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey I'm trying to draw a textured quad in DX11, the quad draws fine but i'm having troubles putting a texture on it.
Here's my problem:


As you can see the texture isn't getting applied properly and doesn't make much sense to me as to why it is doing it. If anyone could explain why it'd be really appreciated!


Vertex, Texcoords and Indicies

struct VERTEX

VERTEX Verts[] =
{0.0f, 0.0f, 1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 1.0f, 1.0f, 0.0f},
{0.0f, -1.0f, 1.0f, 0.0f, 1.0f},
{1.0f, -1.0f, 1.0f, 1.0f, 1.0f}


VertBuffer.MapData(pDevCon, &Verts[0], sizeof(Verts));

DWORD Indices[] =
0, 1, 2, 2, 1, 3

IndBuffer.MapData(pDevCon, &Indices[0], sizeof(Indices));
D3DX11CreateShaderResourceViewFromFile(pDevice, "Bricks.png", NULL, NULL, &pTexture, NULL)

//Draw Call

UINT stride = sizeof(VERTEX);
UINT offset = 0;
ID3D11Buffer* buf = VertBuffer.GetBuffer();
pDevCon->IASetVertexBuffers(0, 1, &buf, &stride, &offset);
pDevCon->IASetIndexBuffer(IndBuffer.GetBuffer(), DXGI_FORMAT_R32_UINT, 0);
pDevCon->PSSetShaderResources(0, 1, &pTexture);
pDevCon->DrawIndexed(6, 0, 0);


struct VOut
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float4 position : SV_POSITION;


VOut VShader(float4 position : POSITION, float2 texcoord : TEXCOORD)
VOut output;

output.position = position;
output.color = 1.0f;
output.texcoord = texcoord;

return output;

Texture2D Texture;
SamplerState ss;

float4 PShader(float4 color : COLOR, float2 texcoord: TEXCOORD) : SV_TARGET
return color * Texture.Sample(ss, texcoord);

Share this post

Link to post
Share on other sites
After lots of scanning through checking everything... turns out that my input layout was incorrect. The texcoord was being offset by 24, needed to be 12.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!