Contents
How are texture coordinates defined in DirectX 11?
Texture coordinates are defined for each vertex of our geometry and the texture coordinate determines which part of the texture to sample.
How to assign texture coordinates to vertex data?
Using normalized texture coordinates we can assign the texture coordinates to our vertex data without regard for the actual texture dimensions. This way a texture of size 1024×1024 will be applied to the geometry in the same way if we scaled the texture down to 512×512. This is important when making use of mipmapping.
How to create a vertex buffer in Direct3D 11?
After the input-layout object is created, you can bind it to the input-assembler stage by calling the ID3D11DeviceContext::IASetInputLayout. To create a vertex buffer, call ID3D11Device::CreateBuffer.
What kind of data is stored in a vertex buffer?
This vertex buffer contains per-vertex data; each vertex stores three elements (position, normal, and texture coordinates). The position and normal are each typically specified using three 32-bit floats (DXGI_FORMAT_R32G32B32_FLOAT) and the texture coordinates using two 32-bit floats (DXGI_FORMAT_R32G32_FLOAT).
How are the coordinates of a texture determined?
The texture coordinates for a mesh are usually determined using a process called UV mapping. A visual artist uses 3D content creation software such as Autodesk’s 3D Studio Max or Maya, or Blender to map the 2D texture onto a 3D model.
How are textures mapped to the vertices of a mesh?
In order to map a 2D texture to the vertices of the mesh, then each vertex must define two components for the texture coordinates. These components are usually referred to the UV texture coordinates ( or S, and T in other graphics APIs).
What are the different addressing modes in DirectX 11?
The following table summarizes the different addressing modes supported by DirectX 11 [7]. Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.