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_undex

Member Since 18 Oct 2012
Offline Last Active Dec 01 2014 06:52 AM

Posts I've Made

In Topic: Geometry shader with stream output

17 February 2013 - 01:09 PM

Nevermind I found the solution myself. But I still don't know what the reason of this (new) problem was. I just tweaked at all settings and now it works ^^


In Topic: Geometry shader with stream output

17 February 2013 - 11:09 AM

Edit: Thanks for all that help but I solved my first problem with the help MJP ^^. But......

I have a new problem. The output of my geometry shader, which should only output what it gets for input, is really wierd.

I pass 36 vertices to the shader but I get 12.

Here they are (in this format ;x;y;z;w;):

-1;-1;-1;1;

;0;0;0;0;

;0;-1;-1;1;

;1;0;0;0;

;0;0;1;-1;

;1;1;0;0;

;0;0;0;1;

;-1;-1;1;0;

;0;0;0;0;

;-1;-1;-1;1;

;0;0;0;0;

;0;1;-1;1;

As you can see, some w-values are 0.

But the values that I've send have no 0 as w-values. Here is my new geometry shader:

struct GIN
{
	float4 pos : POSITION;
};

struct GOUT
{
	float4 pos : POSITION;
};

[maxvertexcount(3)]
void GS(triangle GIN input[3], inout TriangleStream<GOUT> OutputStream)
{
//Test shader
	GOUT p;
	p.pos = input[0].pos;
	OutputStream.Append(p);
	p.pos = input[1].pos;
	OutputStream.Append(p);
	p.pos = input[2].pos;
	OutputStream.Append(p);
	OutputStream.RestartStrip();
}
 

It is very hard to make geometry shader with stream out work, as there is no sample code on it on the net.


In Topic: Geometry shader with stream output

17 February 2013 - 04:22 AM

I tried to set it to D3D11_CREATE_DEVICE_DEBUG but i still get no output.

And I also set my debugtype to mixed.

Anyway thank you, this was the solution smile.png


In Topic: CreatePixelShader access violation

15 February 2013 - 05:02 AM

I solved it. It was so dumb ^^
I forgot to set m_pixelShader to 0.
 


In Topic: Problem by creating texture3d out of a texture2d array

22 December 2012 - 03:49 PM

Can someone help me?
I can't solve this problem -.-


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