Hardware 3D (C++ DirectX Graphics) Tutorial 22
From Chilipedia
In this video we add texture mapping to our arsenal of Bindable
abilities. It takes two (Binable
s) to dance the texturing tango (you need a Texture
(view) and a Sampler
). We also add some code from previous tutorials for the loading of image files.
Contents
[hide]Topics Covered
-
Surface
for loading images via GDI+ -
Bindable
for creating texture and texture view -
Bindable
for creating sampler state - Different
Sampler
settings (wrap mode and filter) - Skinning a cube
Video Timestamp Index
Errata
There is a sporadic error that can occur in this codebase. When we created the SkinnedBox, we neglected to add a static Sampler Bindable there. The reason why this only crashes sometimes is, the Sheet does have a Sampler, so as long as a Sheet is drawn before any SkinnedCube, the Sampler will remain bound for the skinned cube draw as well and all will be OK.