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unable to draw on texture rendertarget (d3d11)


unable to draw on texture rendertarget (d3d11)

By : user2950278
Date : November 17 2020, 11:52 AM
it fixes the issue Enabling debug output of directx showed me that the stencil view and render target resolution did not match. The code posted in the question doesn't contain an error.
code :


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Update miplevel of a texture after its creation in D3D11

Update miplevel of a texture after its creation in D3D11


By : Todd Zhang
Date : March 29 2020, 07:55 AM
Does that help No, you can't change the number of mipmaps after the texture is created. You could only create another texture and using ID3D11DeviceContext::CopySubresourceRegion to copy the required mipmaps (though It would be better to work directly on the texture with the correct mipmap levels...).
How to unbind a RenderTarget texture so it can be used as input to the next pass

How to unbind a RenderTarget texture so it can be used as input to the next pass


By : Mavo Solomon
Date : March 29 2020, 07:55 AM
hop of those help? Assuming your render target is in slot 0:
ID3D11RenderTargetView* nullRTV = nullptr; d3dContext->OMSetRenderTargets(1, &nullRTV, nullptr);
Why am I unable to draw to a texture in SDL2?

Why am I unable to draw to a texture in SDL2?


By : starsli
Date : March 29 2020, 07:55 AM
help you fix your problem As it turns out, I had set the render target to be the composite texture, then called my function which set the render target to the text texture before drawing text. Then when I returned from the function, the render target was still the text texture instead of the composite one, so I basically drew the text over itself instead of drawing over the background.
A word to the wise: Don't ever assume something is taken care of for you, especially in c or c++.
Copying Direct3D11 texture on other D3D11 device

Copying Direct3D11 texture on other D3D11 device


By : big stuff
Date : March 29 2020, 07:55 AM
seems to work fine If a texture is not created with the sharing flag, you cannot use it between two devices.
But you have the texture object, that is a ID3D11DeviceChild and it is enough to get access to ID3D11DeviceChild::GetDevice to retrieve the device and by extension ID3D11Device::GetImmediateContext
THREE.js renderTarget with semi transparent texture have seems mixed with black background

THREE.js renderTarget with semi transparent texture have seems mixed with black background


By : Bhavik.Y.G
Date : March 29 2020, 07:55 AM
will help you You are using the texture of a RenderTarget as the diffuse map for your plane mesh.
Note that RenderTarget.texture was created using THREE.NormalBlending, and as a result, the texture has "premultiplied alpha". That is, the RGB channels in RenderTarget.texture are multiplied by the texture's alpha channel.
code :
blending: THREE.CustomBlending,

blendEquation: THREE.AddEquation,
blendSrc: THREE.OneFactor,
blendDst: THREE.OneMinusSrcAlphaFactor,
blendSrcAlpha: THREE.OneFactor,
blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
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