• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Hawkblood

DX11 creating a texture with mips

8 posts in this topic

I'm trying to create a texture with mips, but it keeps failing. I've been searching the internet for an answer, but I'm not having any luck. Here is what I have:

	D3D11_TEXTURE2D_DESC desc;
	ZeroMemory(&desc,sizeof(desc));
	desc.Width = sx;
	desc.Height = sy;
	desc.MipLevels = 1;
	desc.ArraySize = 1;
	desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	desc.SampleDesc.Count = 1;
	desc.Usage = D3D11_USAGE_DYNAMIC;
	desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
	desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	desc.MiscFlags = 0;

	ID3D11Texture2D *pTexture = NULL;
	HRESULT result=GE->dev->CreateTexture2D( &desc, NULL, &pTexture );//this works. doesn't fail
	if(FAILED(result)) tp1=12345;
	result=GE->dev->CreateShaderResourceView(pTexture,NULL,&m_texture);
	if(FAILED(result)) tp1=2;

sx and sy are defined already as 256. This works fine as long as I don't try to change the "desc.MipLevels" to anything but 1. I can't find an example of creating the texture with anything but 1 mip level......

 

Does anyone know how to do it?

0

Share this post


Link to post
Share on other sites

Have you enabled to D3D debug output? It might give you more detail on the problem.

 

Cheers!

Edited by kauna
0

Share this post


Link to post
Share on other sites

I don't have Win8. MSDN says I need to have D3D11_1SDKLayers.dll which is in the Win8 SDK.

 

Surely someone has actually done this......

0

Share this post


Link to post
Share on other sites


I don't have Win8. MSDN says I need to have D3D11_1SDKLayers.dll which is in the Win8 SDK.
 
Surely someone has actually done this......

 

Humm? I'm able to enable to the debug libraries through direct3d control panel under Win7. Also, creating the device with the debug flags will give you already pretty good knowledge of what's the problem.

 

Cheers!

0

Share this post


Link to post
Share on other sites

For the dynamic textures you can't do more than 1 mip levels. If you enable the debug mode it says this.

 

D3D11 ERROR: ID3D11Device::CreateTexture2D: A D3D11_USAGE_DYNAMIC Resource must have MipLevels equal to 1. [ STATE_CREATION ERROR #102: CREATETEXTURE2D_INVALIDMIPLEVELS]

0

Share this post


Link to post
Share on other sites

Thanks for checking that for me. I can't seem to get the debugger to work right-- I must have a wrong setting somewhere.....

 

Why are dynamic textures unable to have more than 1 mip? DX9 was flexible enough to have that option. It seems the only types have to be render targets.....

 

What I wanted to do is create some textures with patterns or noise and generate the mips. And there was one in particular that I wanted to have the higher mip levels "fade" to completely transparent. I can do this with a shader, but I already knew how to get the "fade" with mips..... sad.png

0

Share this post


Link to post
Share on other sites

I think you can do it using USAGE_DEFAULT and using UpdateSubresource function and you should remove CPU_ACCESS_WRITE to use USAGE_DEFAULT.

Edited by ekba89
0

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  
Followers 0