Since you've set the world matrix to the indentity matrix, it seems right the quad shows at the origin of the plane.
The fact that it's all black could indicate there's something wrong with the texture you have set. That's something the debug runtime could give you more insight on.
If you instead of sampling the texture, output some random color, does that get rendered correctly?
float4 AABillBoardPS(float2 tex0 : TEXCOORD0) : COLOR
{
return(float4(1.f, 0.f, 0.f, 1.f));
}
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#1eppo
Posted 18 July 2012 - 01:42 AM
Since you've set the world matrix to the indentity matrix, it seems right the quad shows at the origin of the plane.
The fact that it's all black could indicate there's something wrong with the texture you have set. That's something the debug runtime could give you more insight on.
If you instead of sampling the texture, output some random color, does that get rendered correctly?
float4 AABillBoardPS(float2 tex0 : TEXCOORD0) : COLOR
{
return(float4(1.f, 0.f, 0.f, 1.f);
}
The fact that it's all black could indicate there's something wrong with the texture you have set. That's something the debug runtime could give you more insight on.
If you instead of sampling the texture, output some random color, does that get rendered correctly?
float4 AABillBoardPS(float2 tex0 : TEXCOORD0) : COLOR
{
return(float4(1.f, 0.f, 0.f, 1.f);
}