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#Actuallomateron

Posted 13 July 2013 - 05:30 PM

I have this

 

ID3D10ShaderResourceView*                       myTexture = NULL;

ID3D10EffectShaderResourceVariable*        g_pTextureReader = NULL;

 

ID3D10EffectTechnique*                   g_pTechnique1  = NULL;
ID3D10EffectTechnique*                   g_pTechnique2 = NULL;
 
now I do this
 
g_pTextureReader ->SetResource( myTexture );
 
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
then I want to render to "myTexture" renderTarget, so I need to unbound "myTexture" , to do that I do this
 
g_pTextureReader ->SetResource( NULL );
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
 
Is this last thing the way it is done normally?
 
 
 

#3lomateron

Posted 13 July 2013 - 05:26 PM

I have this

 

ID3D10ShaderResourceView*                       myTexture = NULL;

ID3D10EffectShaderResourceVariable*        g_pTextureReader = NULL;

 

ID3D10EffectTechnique*                   g_pTechnique  = NULL;
ID3D10EffectTechnique*                   g_pTechnique2 = NULL;
 
now I do this
 
g_pTextureReader ->SetResource( myTexture );
 
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
then I want to render to "myTexture" renderTarget, so I need to unbound "myTexture" , to do that I do this
 
g_pTextureReader ->SetResource( NULL );
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
 
Is this last thing the way it is done normally?
 
 
 

#2lomateron

Posted 13 July 2013 - 05:24 PM

I have this

 

ID3D10ShaderResourceView*                       myTexture = NULL;

ID3D10EffectShaderResourceVariable*        g_pTextureReader = NULL;

 

ID3D10EffectTechnique*                   g_pTechnique  = NULL;
ID3D10EffectTechnique*                   g_pTechnique2 = NULL;
 
now I do this
 
g_pTextureReader ->SetResource( myTexture );
 
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
then I want to render to "myTexture" renderTarget, to do that I do this
 
g_pTextureReader ->SetResource( NULL );
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
 
Is this last thing the way it is done normally?
 
 
 

#1lomateron

Posted 13 July 2013 - 05:21 PM

I have this

 

ID3D10ShaderResourceView*                       myTexture = NULL;

ID3D10EffectShaderResourceVariable*        g_pTextureReader = NULL;

 

ID3D10EffectTechnique*                   g_pTechnique  = NULL;
ID3D10EffectTechnique*                   g_pTechnique2 = NULL;
 
now I do this
 
g_pTextureReader ->SetResource( myTexture );
 
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
then I want to render to "myTexture" renderTarget, to do that I do this
 
g_pTextureReader ->SetResource( NULL );
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
 
Is this last thing the way it is done normally?
 
 
 
 

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