I'm trying to render a cube with a texture, the cube works, but the texture is weirdly stretched on the front, back, right and left:
The texture I'm using:
As you may notice the texture is stretched over the sides. This is my code (not full, only parts that you may need :D):
How I create the Shader Resource View:
//Create Shader Resouce View from file and sampler
HR(CreateDDSTextureFromFile(mDevice, L"D:\\DXSDK\\Projects\\Test\\Debug\\brick.dds", NULL, &mSRV));
//Create Sampler State
D3D11_SAMPLER_DESC sd;
ZeroMemory(&sd, sizeof(D3D11_SAMPLER_DESC));
sd.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sd.MaxLOD = D3D11_FLOAT32_MAX;
HR(mDevice->CreateSamplerState(&sd, &mSampler));
How my create my buffers:
//Create Vertex Buffer
Vertex vertices[] = {
//Front face vertices
{ XMFLOAT3(-1.0f, +1.0f, -1.0f), Colors::Blue, XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(+1.0f, +1.0f, -1.0f), Colors::Red, XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), Colors::Yellow, XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(+1.0f, -1.0f, -1.0f), Colors::White, XMFLOAT2(1.0f, 1.0f) },
//Back face vertices
{ XMFLOAT3(-1.0f, +1.0f, +1.0f), Colors::Black, XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(+1.0f, +1.0f, +1.0f), Colors::Violet, XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, +1.0f), Colors::Aqua, XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(+1.0f, -1.0f, +1.0f), Colors::Green, XMFLOAT2(1.0f, 1.0f) }
};
D3D11_BUFFER_DESC vbDesc;
ZeroMemory(&vbDesc, sizeof(D3D11_BUFFER_DESC));
vbDesc.Usage = D3D11_USAGE_DEFAULT;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.ByteWidth = sizeof(Vertex) * 8;
D3D11_SUBRESOURCE_DATA vbSub;
ZeroMemory(&vbSub, sizeof(D3D11_SUBRESOURCE_DATA));
vbSub.pSysMem = vertices;
HR(mDevice->CreateBuffer(&vbDesc, &vbSub, &mBoxVB));
//Create Index Buffer
UINT indices[] = {
//Front face
0, 1, 2,
1, 2, 3,
//Back face
4, 5, 6,
5, 6, 7,
//Right face
1, 3, 5,
3, 5, 7,
//Left face
0, 2, 4,
2, 4, 6,
//Top face
0, 1, 5,
0, 4, 5,
//Bottom face
2, 3, 7,
2, 6, 7
};
D3D11_BUFFER_DESC ibDesc;
ZeroMemory(&ibDesc, sizeof(D3D11_BUFFER_DESC));
ibDesc.Usage = D3D11_USAGE_IMMUTABLE;
ibDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibDesc.ByteWidth = sizeof(UINT) * 36;
D3D11_SUBRESOURCE_DATA ibSub;
ZeroMemory(&ibSub, sizeof(D3D11_SUBRESOURCE_DATA));
ibSub.pSysMem = indices;
HR(mDevice->CreateBuffer(&ibDesc, &ibSub, &mBoxIB));
//Create Constant Buffer
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(D3D11_BUFFER_DESC));
cbDesc.Usage = D3D11_USAGE_DEFAULT;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.ByteWidth = sizeof(XMFLOAT4X4);
HR(mDevice->CreateBuffer(&cbDesc, NULL, &mBoxCB));
Also, I double checked everything, so everything is bound to the pipeline, etc.
If someone could help, that would be great! Thanks in advance!
Problem is that you use only 8 vertices, which is not correct in case of a cube since for each face vertex needs different uv coordinates (it will also be the same with normals if you need them later).
So you need to create 4 vertices per face, in order to have correct uv set for each of them.
Here is an example in DirectX Toolkit