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Posted 12 November 2012 - 05:02 PM
Posted 12 November 2012 - 05:47 PM
Posted 12 November 2012 - 07:46 PM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 14 November 2012 - 10:01 AM
In your case anything except for a 32-bit FLOAT format will mess up your values, because conversions will happen.
Have you considered writing to a UAV in your pixel shader?
Posted 14 November 2012 - 01:04 PM
What kind of conversions?
I just figured that since I was using the asfloat() function to store my UINT values, the texture would accept it as a float - how would the texture know the difference that it is actually a binary representation of a UINT?
Posted 14 November 2012 - 01:43 PM
Posted 30 November 2012 - 03:13 PM