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DX10 Load from Buffer object in vertex shader

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Hi all, i have a problem with loading data from a buffer object in a vertex shader. I created a Buffer object (ID3D10Buffer) and filled it with initial data. It contains 4 float variables for every vertex of my model ( size of buffer = numVerts * sizeof( float ) * 4 ). Now when i pass my model through the shader, i bind the additional buffer as a shader resource. In the model vertex shader i will fetch the float4 value for every vertex in the buffer. Buffer <float4> AOResultBuffer; ... ... // Fetch Vertex AOTerm from buffer. float4 bufferValue = AOResultBuffer.Load( int2( vVertexID, 0 ) ); My problem is, that i can only fetch the data for the first 16 vertices. For vertex ID's > 15 the buffer returns just 0. Is there a limitation for buffer load operations in vertex shader? Or what might be the problem? Actually i want the buffer to store an an ambient occlusion term for every vertex of the mesh. This term is computed by the GPU in a pre render pass and streamed out to this buffer. But for debuging the problem i don't use stream out. I just filled the buffer with 1.0 values and bind it as a shader resource. But for all load operation with location > 15 it rreturns 0. Thank You TosKeN

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If you don’t mind can you post your buffer and shader resource creation code?

Beside of these it may be a better solution to bind your streamed out buffer as additional input stream on the vertex shader instead of using it as shader resource.

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This topic is 3565 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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