Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 22"
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== Video Timestamp Index == | == Video Timestamp Index == | ||
− | * [https://youtu.be/ | + | * [https://youtu.be/daKJcSGqrIU Tutorial 22] |
+ | |||
+ | == 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. | ||
== Resources == | == Resources == |
Latest revision as of 13:53, 19 August 2020
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.
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.