I was wondering if there was any way to simulate user clip planes in DirectX11, outside of using SV_CLIPDISTANCE in the shader, in a way like DirectX9 did with SetClipPlane? The reason being that I'm actually generating my shaders from the same source for all 3 APIs, and neigther DirectX9 nor OpenGL4 support anything comparable to keep compatibility. Also, it would actually be much nicer to be able for me to just set the clip plane application side without having to specify it in the shader, e.g. so that I can render models for water reflection with the same shader that is used normally (right now, I had to dublicate it and insert the clipping in the second version, which sucks hard time). Any easy way to do so, if any at all
Edited by Juliean, 05 January 2014 - 12:31 PM.