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Posted 05 November 2012 - 03:27 PM
Posted 05 November 2012 - 04:53 PM
Posted 06 November 2012 - 10:44 AM
You can do this with a geometry shader and render target array index. Check out for example the CubeMapGS sample in the Direct3D 10 samples in the DX SDK.
Posted 06 November 2012 - 11:13 AM
The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.
Posted 07 November 2012 - 11:15 AM
You might be out of luck then, unfortunately.
Posted 07 November 2012 - 01:56 PM