Hardware 3D (C++ DirectX Graphics) Tutorial 22
In this video we add texture mapping to our arsenal of
Bindable abilities. It takes two (
Binables) 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.
Surfacefor loading images via GDI+
Bindablefor creating texture and texture view
Bindablefor creating sampler state
Samplersettings (wrap mode and filter)
- Skinning a cube
Video Timestamp Index
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.