Closed walbourn closed 4 years ago
SpriteBatch supports using either a static sampler or a heap-based sampler.
Currently all this is set at SpriteBatch creation time, but the heap-based sampler is dynamic so you should be able to change it without creating a new SpriteBatch.
Adding a second form of Begin like:
void XM_CALLCONV Begin( _In_ ID3D12GraphicsCommandList* commandList, D3D12_GPU_DESCRIPTOR_HANDLE sampler, SpriteSortMode sortMode = SpriteSortMode_Deferred, FXMMATRIX transformMatrix = MatrixIdentity);
This would throw a C++ exception if you created the SpriteBatch with the static sampler.
https://github.com/microsoft/DirectXTK12/pull/73
See this PR for the test updates.
SpriteBatch supports using either a static sampler or a heap-based sampler.
Currently all this is set at SpriteBatch creation time, but the heap-based sampler is dynamic so you should be able to change it without creating a new SpriteBatch.
Adding a second form of Begin like:
This would throw a C++ exception if you created the SpriteBatch with the static sampler.