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:

DX9

DX11

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?

Thanks

G

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…