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Time:09-21

Have adopted multiple sampling methods to create a texture, the key parameters are as follows:
TexDesc. SampleDesc. Count=8;
TexDesc. SampleDesc. Quality=0;//correctly, these two parameters of the check before the
Then
TexDesc. BindFlags=D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
Pay attention to the above parameters, is both the rendertarget resourceview.

Such as the texture mapped into red, then use its resourceview to draw interface, but not red, black, but like it draw in front of the red effect.

If the parameters of the previously created without multiple sampling, direct texDesc. SampleDesc. Count=1; The result is right red...

Excuse me multiple sampling texture, if you want to use as resourceview, need to pay attention to?
Still say, multiple cannot use it??

Thank you...

CodePudding user response:

http://blog.csdn.net/pizi0475

CodePudding user response:

Shader Texture of the Resource does not allow multiple sampling, you draw out is black, because the PS samples failed the default return is (0.0 f, f 0.0, 0.0 f, 0.0 f)
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