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?