我嘗試用2d圖像填充texture3D切片。 我的結果只給我回的第一個6個圖像就像你可以在這個圖片中看到:填充texture3d切片明智
,以確保它不像錯誤UVW渲染問題座標我也給你的圖片在UVW座標:
這裏是創建texture3d的代碼:
if (ETextureType::Texture3D == TextureType)
{
ID3D11Texture3D* pTexture3D = nullptr;
D3D11_TEXTURE3D_DESC TextureDesc;
ZeroMemory(&TextureDesc, sizeof(TextureDesc));
TextureDesc.Width = nWidth;
TextureDesc.Height = nHeight;
TextureDesc.MipLevels = nMipMaps;
TextureDesc.Depth = nDepth;
TextureDesc.Usage = D3D11_USAGE_DEFAULT;
TextureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
switch (TextureFormat)
{
case ETextureFormat::R8G8B8A8:
{
TextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
break;
case ETextureFormat::R32FG32FB32FA32F:
{
TextureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
}
break;
default:
DebugAssertOnce(UNKNOWN_TEXTURE_FORMAT);
}
HRESULT hr = m_pD3D11Device->CreateTexture3D(&TextureDesc, nullptr, &pTexture3D);
if (FAILED(hr))
{
DebugAssertOnce(UNABLE_TO_CREATE_TEXTURE);
return false;
}
if (bCreateShaderResourceView)
{
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
ZeroMemory(&SRVDesc, sizeof(SRVDesc));
SRVDesc.Format = TextureDesc.Format;
SRVDesc.Texture3D.MipLevels = TextureDesc.MipLevels;
SRVDesc.Texture3D.MostDetailedMip = 0;
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
hr = m_pD3D11Device->CreateShaderResourceView(pTexture3D, &SRVDesc, &pShaderResourceView);
if (FAILED(hr))
{
pTexture3D->Release();
DebugAssertOnce(UNABLE_TO_CREATE_SHADER_RESOURCE_VIEW);
return false;
}
}
else if (bCreateRenderTargetView)
{
ID3D11RenderTargetView* pRenderTargetView = nullptr;
hr = m_pD3D11Device->CreateRenderTargetView(pTexture3D, nullptr, &pRenderTargetView);
if (FAILED(hr))
{
pShaderResourceView->Release();
pTexture3D->Release();
DebugAssertOnce(UNABLE_TO_CREATE_RENDERTARGET_VIEW);
return false;
}
pView = pRenderTargetView;
}
*ppTexture = new CTextureDX11(TextureType, pTexture3D, pShaderResourceView, pView);
return true;
}
也填充部分:
bool CGraphicsDriverDX11::CreateTexture3DFromImageBuffers(CTexture** ppTexture, const std::vector<CImageBuffer*>* pvecImageBuffers)
{
uint32_t nWidth = pvecImageBuffers->front()->GetWidth();
uint32_t nHeight = pvecImageBuffers->front()->GetHeight();
uint32_t nMipMapLevels = 1;
bool bRet = CreateTexture(ppTexture, nWidth, nHeight, ETextureType::Texture3D, ETextureFormat::R8G8B8A8, nMipMapLevels, false, true, false, static_cast<UINT>(pvecImageBuffers->size()));
if (bRet)
{
ID3D11Texture3D* pD3DTexture = static_cast<ID3D11Texture3D*>((*ppTexture)->GetTexture());
for (size_t nImageBuffer = 0; nImageBuffer < pvecImageBuffers->size(); ++nImageBuffer)
{
uint32_t nIndex = D3D11CalcSubresource(static_cast<UINT>(nImageBuffer), 0, 1);
m_pD3D11DeviceContext->UpdateSubresource(pD3DTexture, nIndex, nullptr, pvecImageBuffers->at(nImageBuffer)->GetData(), nWidth * 4, 0);
}
}
return bRet;
}
我嘗試了很多......比如我改變了這種代碼texture2DArray它工作得很好。所以這個錯誤不是我的CImageBuffer類。也nDepth變量具有正確的值...我想我必須使用另一個命令UpdateSubresource或至少更改參數以某種方式。 我也沒有在互聯網上找到一些例子。 先進的謝謝
非常感謝!它是這樣工作的! – Thomas