I’ve already performed one thing like that for Texturecube, however right here I don’t perceive what I’m doing mistaken. I’ve the error message of exception of the primary alternative. Subsequent, how I proceed:
- Create a texture for the deep board as texture2dary (arrayize = 3). It really works nicely
- Create a depth stadium from this texture. It really works nicely
Now I need to create a wide range of depth weapons to have the ability to render them individually with out a geometry shador
Then substitute 2)
2)
ID3D11DepthStencilView* CreateDepthStencilView2DFromArray(ID3D11Texture2D* pText2D, DXGI_FORMAT Format, DWORD Slice)//slice is the index to make use of within the array
{
ID3D11DepthStencilView* pDSV = NULL;
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
descDSV.Texture2DArray.FirstArraySlice = Slice;
descDSV.Texture2DArray.ArraySize = 1;
descDSV.Texture2DArray.MipSlice = 0;
HRESULT hr = gpD11->CreateDepthStencilView(pText2D, &descDSV, &pDSV);
if (FAILED(hr)) return NULL;
return pDSV;
}
So I do not use mipmaps, so I configured mipsix in 0.