我正在尝试为正方形设置棋盘纹理

I am trying to set a chess board texture for a square

本文关键字:设置 纹理 正方形      更新时间:2023-10-16

我正在尝试为正方形设置一个带有绿色和蓝色纹理的棋盘纹理。相反,我的方块是黑色的。我没有得到任何编译或运行时错误。我的纹理代码有问题吗?

    vector<unsigned char> texelsBuffer;
for(int i = 0; i < N; ++i)
    for(int j = 0; j < N; ++j)
    {
        texelsBuffer.push_back(0.0f);
        if((i+j) % 2 == 0) {
            texelsBuffer.push_back(1.0f);
            texelsBuffer.push_back(0.0f);
        }
        else {
            texelsBuffer.push_back(0.0f);
            texelsBuffer.push_back(1.0f);
        }
        texelsBuffer.push_back(1.0f);
    }
ID3D11Texture2D* tex = 0;
D3D11_TEXTURE2D_DESC textureDescr;
ZeroMemory(&textureDescr, sizeof(D3D11_TEXTURE2D_DESC));
textureDescr.ArraySize = 1;
textureDescr.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureDescr.CPUAccessFlags = 0;
textureDescr.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDescr.Height = N;
textureDescr.Width = N;
textureDescr.MipLevels = 1;
textureDescr.MiscFlags = 0;
textureDescr.SampleDesc.Count = 1;
textureDescr.SampleDesc.Quality = 0;
textureDescr.Usage = D3D11_USAGE_IMMUTABLE;
D3D11_SUBRESOURCE_DATA texInitData;
ZeroMemory(&texInitData, sizeof(D3D11_SUBRESOURCE_DATA));
texInitData.pSysMem = (void*)&texelsBuffer[0];
texInitData.SysMemPitch = sizeof(unsigned char) * N;
texInitData.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&textureDescr, &texInitData, &tex);
g_pd3dDevice->CreateShaderResourceView(tex, NULL, &g_pTextureRV);

或者我的采样代码?

D3D11_SAMPLER_DESC sampDesc;
ZeroMemory( &sampDesc, sizeof(sampDesc) );
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
g_pd3dDevice->CreateSamplerState(&sampDesc, &g_pSamplerLinear);

您正在用浮点值填充texelsBuffer。在UNORM编码中,使用255或0xFF将通道设置为1.0。

你还应该考虑让你的国际象棋方块大于一个texel;除非您总是以1:1的像素:texel比例渲染纹理,否则对于大多数采样位置,您最终会在两种颜色之间混合。