Cube Textures - DX9 vs DX11

Hi Volks,

I was trying to get a matching cubetexture generated from a 3D scene using DX11 instead of DX9.

It seems that DX11 cube textures are offset by half its width:



The above images are are panoramic corrections of the cube textures, un-altered otherwise.

Is there a nice and simple way to do correct the offset during the sampling phase of the Pixel Shader? Or can this be adjusted without code elsewhere?



it’s gonna be more like the dx9 one is offseted, u can add something to UV cords when u sampling it. post ur patch and shader, offseting coords is quite basic…