So i have found the problem...
in the SDK Shader the RasterizerState is set twice... That's not working right... and Culling is using the default Value
technique10 RenderAlphaToCoverage
{
pass P0
{
SetDepthStencilState( EnableDepthTestWrite, 0 );
SetRasterizerState( DisableCulling );
SetRasterizerState( EnableMultisampling );
SetBlendState( AlphaToCoverage, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0, VsRenderScene() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PsAlphaToCoverage() ) );
}
}
mdx
Member Since 19 Nov 2008Offline Last Active Feb 16 2012 11:54 AM

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