I'm in the process of moving from dx9 to 11 and in my old shaders i was able to use tex2dproj to project a texture to a mesh. Does anyone know how this is now done in shader model 5? thanks for any hints in the right direction to go.
dx11 and texture projection...
Started by David Gallagher, Jan 14 2012 10:48 PM
2 replies to this topic
#1
Posted 14 January 2012 - 10:48 PM
#2
Posted 14 January 2012 - 11:40 PM
I don't believe there is a specific function for projective texture lookup now. Instead, you must do the divide by w yourself and then do a regular sample.
// DX9 tex2Dproj(sampler, uvw); // DX10/11 float2 uv = uvw.xy / uvw.w; texture.Sample(sampler, uv);
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#3
Posted 15 January 2012 - 12:32 AM
That worked a treat! now I understand, I really appreciate the help with this, thank you!
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