Why wouldn't i be able to set the worldviewproj matrix in the shader? When I do it turns out to be covering the whole screen. When I configure it inside the render loop of mesh - it looks fine.
I need to be able to translate the meshes bones being sent to the shader - I can't do that unless I am able to:
float4x4 bwvp = mWorld * mView * mProj * bonematrix;
output.position = mul(input.position, bwvp);
the bones matrixes have their own constant buffer in array of 100. a common cb per object was created holding the World, View, Proj. I've tried:
input.position.w = 1.0f;
output.position = mul(input.position, mWorld);
output.position = mul(output.position, mView);
output.position = mul(output.position, mProj);
That doesn't do anything just renders the mesh covering the whole screen. Where it should look more like this:
[attachment=28736:ScreenCaptured_nossao26616756.jpg]
not like this:
[attachment=28737:ScreenCaptured_nossao52295916.jpg]
the mWorld has scale * rotation * translation from the model's world space.
Any insight what may be happening? the first image posted was from the commonperobj cbuffer's mWorldViewProj matrix.
The commonperobj cbuffer is layout is:
cbuffer cbCommonPerObj : register(b0) {
float4x4 mWorldViewProj;
float4x4 mWorld;
float4x4 mView;
float4x4 mProj;
};
Anyone possibly knows why?