Saturday, April 2, 2011

Texturing

This tutorial will demonstrate how to load texture in Direct3D 11

Interfaces used:
ID3D11ShaderResourceView

std::wstring oTexturePathString = L"c:\\textures\\hello.dds"; // Replace this file path with the texture that you want to load


ID3D11ShaderResourceView *pD3DShaderResourceView;

CHECK_COM(::D3DX11CreateShaderResourceViewFromFile(g_pD3DDevice, oTexturePathString.data(), nullptr, nullptr, &pD3DShaderResourceView, nullptr));

Now bind the created SRV to the shader to see the bound texture

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