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[SOLVED] Implementing Dual Paraboloid Shadow Mapping

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I have 2 questions:

1. Is it possible to only use a geometry shader without using any other shaders? I know it's possible to just use a vertex shader without using any other shaders, is it possible with a geometry shader as well, or does it require a vertex shader?

2. I saw that you can use a Texture2DArray, not just a slice of it, to construct an ID3D11DepthStencilView. Is it actually possible and if so, how do I write the individual depth values from a shader (not per pixel, since I don't want to use a pixel shader)?

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1. You need to use a vertex shader.
2. You can select which array slice to use with SV_RenderTargetArrayIndex, which you can output from your geometry shader.

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This topic is 2007 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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