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[SOLVED] Implementing Dual Paraboloid Shadow Mapping


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#1 CryZe   Members   -  Reputation: 768

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Posted 18 July 2012 - 08:33 AM

I have 2 questions:

1. Is it possible to only use a geometry shader without using any other shaders? I know it's possible to just use a vertex shader without using any other shaders, is it possible with a geometry shader as well, or does it require a vertex shader?

2. I saw that you can use a Texture2DArray, not just a slice of it, to construct an ID3D11DepthStencilView. Is it actually possible and if so, how do I write the individual depth values from a shader (not per pixel, since I don't want to use a pixel shader)?

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#2 MJP   Moderators   -  Reputation: 11569

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Posted 18 July 2012 - 06:09 PM

1. You need to use a vertex shader.
2. You can select which array slice to use with SV_RenderTargetArrayIndex, which you can output from your geometry shader.

#3 CryZe   Members   -  Reputation: 768

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Posted 19 July 2012 - 05:17 AM

Thank you :)




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