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#Actualme_12

Posted 09 September 2013 - 04:55 AM

The only resource that explains anything about that buffer structure is the book "Practical Rendering and Computation with Direct3D 11".

 

There it is something like:

 

Each of these numbers represent a 4 byte size:

0 = Alligned Byte Offset For Args (uint)
1 = Alligned Byte Offset For Args (uint)
2 = Alligned Byte Offset For Args (uint)
3 = Vertex Count Per Instance (uint)
4 = Instance Count (uint)
5 = Start Vertex Location (uint)
6 = Start Instance Location (uint)

0-2: Is space available for whatever data I want? Can this be expanded arbitrary? Is this the number of bytes I have to skip and can be used in  DrawInstancedIndirect as second parameter (AlignedByteOffsetForArgs)?

 

3: This must be 1 for me since I am drawing 1 vertex per particle and will create a billboard in the geometry shader.

 

4: I guess this is the actual number of particles that are drawn.

 

5, 6: Well no idea about these two. 


#1me_12

Posted 09 September 2013 - 04:53 AM

The only resource that explains anything about that buffer structure is the book "Practical Rendering and Computation with Direct3D 11".

 

There it is something like:

 

Each of these numbers represent a 4 byte size:

0 = Alligned Byte Offset For Args (uint)
1 = Alligned Byte Offset For Args (uint)
2 = Alligned Byte Offset For Args (uint)
3 = Vertex Count Per Instance (uint)
4 = Instance Count (uint)
5 = Start Vertex Location (uint)
6 = Start Instance Location (uint)

So 0-2 is space available for whatever data I want? Can this be expanded arbitrary? Is this the number of bytes I have to skip and can be used in  DrawInstancedIndirect as second parameter (AlignedByteOffsetForArgs)?

 

3: This must be 1 for me since I am drawing 1 vertex per particle and will create a billboard in the geometry shader.

 

4: I guess this is the actual number of particles that are drawn.

 

5, 6: Well no idea about these two. 


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