Quote:Original post by sirob
Quote:Original post by 51mon
You might be right but the documentation sas:
The purpose of the SO stage is to write vertex data streamed out of the GS stage (or the VS stage if the GS stage is inactive)
Looking at robydx's reply, you might be able to call ConstructGSWithSO with a NULL GS. I'd try that first.
I tried that but it didn't work. In the
Skinning10 demo they compile the VS into a GS, like this
VertexShader vsBuffer = CompileShader( vs_4_0, VSSkinnedStreamOutmain( FT_BUFFER ) );
GeometryShader vsBufferSO = ConstructGSWithSO( vsBuffer, "POS.xyzw; NORMAL.xyz; TEXCOORD.xy; TANGENT.xyz" );
The input and output of the VS is not identical. I tried that on my code but get the messages:
f:\Programing\MyEngine\MyEngine.fx(448,7): D3D10EffectCompiler: ERROR: No valid VertexShader-GeometryShader combination could be found in Technique RenderPipeline, Pass P2.
f:\Programing\MyEngine\MyEngine.fx(448,7): Stage linkeage warning: Semantic TEXCOORD is read from, but it's never written to.
I'm confused?