I'm trying to load texture from .jpg file with function CreateWICtextureFromFile from DirectX Tool kit. My image gets loaded as texture but the output has jitter and missing information. This are my code snpshots
D3D11_SAMPLER_DESC samplerdesc;
samplerdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.MipLODBias = 0.0f;
samplerdesc.MaxAnisotropy = 1;
samplerdesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerdesc.BorderColor[0] = 0.5;
samplerdesc.BorderColor[1] = 0.5;
samplerdesc.BorderColor[2] = 0.5;
samplerdesc.BorderColor[3] = 0.5;
samplerdesc.MinLOD = 0;
samplerdesc.MaxLOD = D3D11_FLOAT32_MAX;
Device->CreateSamplerState(&samplerdesc, &samplestate);
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DirectX::CreateWICTextureFromFile(Device, L"xyz.jpg", nullptr, &resourceview);
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Pixel shader file
texcolor = shader.Sample(Sample, tex);
texcolor.w=0;
return textureColor;
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texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
texDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;