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Textured Quad Problems

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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:

NSyvtl.png

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!

Texture:
sOCL1l.png

Vertex, Texcoords and Indicies

struct VERTEX
{
FLOAT X, Y, Z; FLOAT U, V;
};

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->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
pDevCon->PSSetShaderResources(0, 1, &pTexture);
pDevCon->DrawIndexed(6, 0, 0);


Shader

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);
}

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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.

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