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    How to stretch a resource with filter I need to stretch a texture into a larger rendertarget ,then present to the dialog window which hasn't the same size either. And all the surfaces have the same aspect ratio. In dx9, i can use "stretch" and "present" method easily, as they both have filter feature. But dx11 does not support. Do i have to use shader to render a rect. I am confused about the efficiency, cause it has to pass rasterization. Is there any better ways, i need help, thanks. https://ift.tt/eA8V8J

    I need to stretch a texture into a larger rendertarget ,then present to the dialog window which hasn't the same size either. And all the surfaces have the same aspect ratio. In dx9, i can use "stretch" and "present" method easily, as they both have filter feature. But dx11 does not support. Do i have to use shader to render a rect. I am confused about the efficiency, cause it has to pass rasterization. Is there any better ways, i need help, thanks.

    from GameDev.net https://ift.tt/2YqPeVR

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