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Tordin

DX10 - PostProcessing.

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Hi! i am wondering abit abot how to make postprocessing effekts, when i was reading artikels about doing it in dx9 it seemd simpel to just skip the vertex shader.. which make sens! but when i did that with my dx10 code it just ended up in a big fat error! so, any one got any idea or any good tutorial? cheers!

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A "big fat error" is really not useful diagnostics.

Anyway, in D3D10, usage of a vertex shader (and a pixel shader) is mandatory if you want to draw geometry. However, the shaders can be very simple, if all you need is data pass-thru.

Note that in D3D10, you don't have to actually use a vertex buffer if you want to do the standard full-screen quad rendering. Instead, you can generate the data in the vertex shader, given the vertex id system value semantic.

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