void Set(const Microsoft::WRL::ComPtr<ID3D11DeviceContext> &deviceContext) { deviceContext->PSSetShaderResources(0, 1, m_srv.GetAddressOf()); //deviceContext->PSSetSamplers(0, 1, m_sampler.GetAddressOf()); }
void D3DTexture::activate( Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext, int samplerIndex ) { m_d3dContext->PSSetShaderResources( 0, 1, m_pHardwareTextures ); //deviceContext->PSSetSamplers(0, 1, &m_sampleState); }