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Banderi

Member Since 03 Mar 2013
Offline Last Active May 23 2016 11:34 AM

Posts I've Made

In Topic: Clarification about shaders and Directx11

12 May 2016 - 06:38 PM

That sounds interesting. The VS graphics diagnostics didn't work on VS 2013 so I ditched it and downloaded VS 2015, but since the GPU kept crashing I moved along and started working on the hlsl shaders instead. My card is an Nvidia GTX 970 (latest drivers), maybe it's D3D9 compatible.


In Topic: Clarification about shaders and Directx11

11 May 2016 - 09:47 AM

Ah, I forgot I had it on; the output says nothing when it works, but when it doesn't or if I pause and continue, it loops that it needs at least one active vertex shader to work and there is currently none set in the context, and then the GPU crashes.


In Topic: Clarification about shaders and Directx11

10 May 2016 - 10:02 PM

There is no SetShader call active anywhere in the code, so it's most probably the second one.

 

And I know that isn't the way it's supposed to be done, I was just wondering why it just so happened to work magically like that.


In Topic: Clarification about shaders and Directx11

10 May 2016 - 04:38 PM

They both return a null pointer, and for some reason now the GPU sometimes crashes when I attempt to start the program or resume it after pausing the debug... I'm not gonna attempt to run it without a shader anymore though, since the GPU apparently can't recover if it crashes a second time (thus requiring me to reboot). Maybe my GPU is just weird, I dunno.

 

Now, onto new and painful issues, since I just can't get the matrix buffer to be accepted by the shader...


In Topic: Clarification about shaders and Directx11

10 May 2016 - 03:41 PM

Hmm, is it a general statement or did I do something very bad in my code?

I am including the FBX SDK .dll since I would have tried and tackled it in a later time, though I'm not doing anything with it. Could that be the problem?


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