Original Post
i would need more than 2 clipping planes in my vertex shader, but if I am trying to declare something like "float plane2 : SV_CLIPDISTANCE2;" in my vertex-output-struct, it results in an error saying: "invalid output semantic 'SV_CLIPDISTANCE2': Legal indices are in [0,1]".
So i read in the directx docs that you can increase these value but i dont understand how this can be accomplished:
doc says: "The combined clip and cull distance values are at most D3D#_CLIP_OR_CULL_DISTANCE_COUNT components in at most D3D#_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT registers.
Writable in the Vertex and Geometry shaders."
how exactly can I write these values in vertex shaders?
any help is appreciated!
So i read in the directx docs that you can increase these value but i dont understand how this can be accomplished:
doc says: "The combined clip and cull distance values are at most D3D#_CLIP_OR_CULL_DISTANCE_COUNT components in at most D3D#_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT registers.
Writable in the Vertex and Geometry shaders."
how exactly can I write these values in vertex shaders?
any help is appreciated!