1 The concept of feature levels is discussed in the following pages.
Chapter 2. Direct3D 11 Resources
1 The shader reflection API is discussed in more detail in Chapter 6: High Level Shading Language.
2 The conversion intrinsic methods are discussed in Chapter 6, “High Level Shading Language.”
3 These coordinates are subject to the same dimensionality that was described for the texture coordinates. For example, a 1D texture does not have a notion of a Y or Z coordinate, while a 3D texture has all three.
4 In previous versions of Direct3D, the sampler could only be used with a single texture at a time. This limited the overall number of textures that could be used in a shader program. Without this limitation, ...
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