i’ve noticed a different behaviour about dx11 texture transform (in constant, gourad, phong ecc shaders), that i cannot understand.
my goal is to use a texture over a spread of objects. i’m attaching a better explaining patch, with the dx11 and dx9 same things in comparison. the dx9 behaviour is what i want to achieve in dx11. but i don’t know how
texture transform in dx11 vs dx9 (13.1 kB)