I've added the MS based TransparencyAA10.1 Shader to my Slimdx11 projekt.
TransparencyAA and AlphaToCoverage ist working fine but only drawing the FrontFace. The BackFace is not drawing, only if i use simple AlphaTest.
I figured out that "MultisampleEnable=True" will draw allways and only the FrontFace. AlphaTest is using "MultisampleEnable=False" and draw's Front and BackFace.
The RasterizerState "Culling" is allways set to "None" ... so i don't no what's wrong
TransparencyAA10.1 BackFace Problem
So i have found the problem...
in the SDK Shader the RasterizerState is set twice... That's not working right... and Culling is using the default Value
technique10 RenderAlphaToCoverage
{
pass P0
{
SetDepthStencilState( EnableDepthTestWrite, 0 );
SetRasterizerState( DisableCulling );
SetRasterizerState( EnableMultisampling );
SetBlendState( AlphaToCoverage, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0, VsRenderScene() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PsAlphaToCoverage() ) );
}
}
in the SDK Shader the RasterizerState is set twice... That's not working right... and Culling is using the default Value
technique10 RenderAlphaToCoverage
{
pass P0
{
SetDepthStencilState( EnableDepthTestWrite, 0 );
SetRasterizerState( DisableCulling );
SetRasterizerState( EnableMultisampling );
SetBlendState( AlphaToCoverage, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0, VsRenderScene() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PsAlphaToCoverage() ) );
}
}
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