I need to pass both a Texture2D and a TextureCube to my pixel shader at the same time.
I was previously sending an array of texture's but found that I was not able to send a textureCube as well as this.
This question mentions something called binding but I am unable to find any more information on this and was wondering if someone might be able to point me in direction of a solution for this problem.
Thank you.
Edit---- After attempting to implement Caesar's suggestion the following code causes an error. First-chance exception when the shader is attempted to be read, the problem line is simply
Texture2D texture04 : register( t0 );
Which causes a crash after this:
D3DX11CompileFromFile("Data/Shaders/Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
D3DX11CompileFromFile("Data/Shaders/Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0);
d3dDevice_->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
ReEdit---- Rewrote the exact code...worked this time, no idea why. Thank you very much.
You can register multiple textures in your shader file like so
Texture2D texture04 : register( t0 );
TextureCube myCubeMap : register( t1 );
The t0
and t1
specify the registry number, and so you use that number as the first parameter for the PSSetShaderResources
When you want to set t0
in your C++ Code you do it like so
pImmediateContext->PSSetShaderResources( 0, 1, &(texture) );
And when you want to set t1
you do it like so
pImmediateContext->PSSetShaderResources( 1, 1, &(texture) );
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