Hi,
Using the DDS for the cubemap with mipmap (for the radiance map for example) it's great but the DDS doesn't use RGBA for the float format.
Direct3D11 for example doesn't have a RGBA float format for example, I don't remember for OpenGL but then if you want to be cross you have an issue.
The only option is to swap the DDS data on the loading to be RGBA ?
Thanks
DDS issue about ABGR
Oh, apparently in the shader I did :
TextureCube<float> RadianceMap : register( t12 );
and I got black and white result but simply modified to :
TextureCube RadianceMap : register( t12 );
works, if I can have an explanation could be nice :o
Oh, apparently in the shader I did :
TextureCube<float> RadianceMap : register( t12 );
and I got black and white result but simply modified to :
TextureCube RadianceMap : register( t12 );
works, if I can have an explanation could be nice :o
https://msdn.microsoft.com/en-us/library/windows/desktop/bb509700(v=vs.85).aspx
You declared the TextureCube as a single channel.
TextureCube<float4> would be RGBA float (which is what TextureCube defaults to)
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