I'm researching techniques for scene voxelization, and so far, only few papers has been found, but I found a great one! So now I'm in the process of creating the shader, but a problem stroke my mind, the paper is based on OpenGl (Theory is the same), and OpenGl has completely re-writable textures, in the shader, like so:
imageStore(voxelColor, voxelPos, outColor); // voxelColor -> 3D Texture // voxelPos -> xyz Position of texture // outColor, well, the data needed to be written
How can this be achieved with Directx 11 with HLSL? (Maybe I forgot something... Like usual )
Thanks, as usual!