I have this
ID3D10ShaderResourceView* myTexture = NULL;
ID3D10EffectShaderResourceVariable* g_pTextureReader = NULL;
I have this
ID3D10ShaderResourceView* myTexture = NULL;
ID3D10EffectShaderResourceVariable* g_pTextureReader = NULL;
don't know very well how the bound and unbound works, it looks like if I don't unbound them on every technique it has been bound to, the bound will be still there, so every time you want to render to a bound thing you have to remember in which technique it was bounded, and the only method I know to unbound texture is the "apply(0)" thing
anyone knows more?
I know one method .when you have changed the render target ,then do this
ID3D10ShaderResourceView* pSRV[] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
pDev->PSSetShaderResources( 0, _countof(pSRV), pSRV );