# DX11 Problem with rendering to 3D Texture?

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I wrote a simple test code that creates a 3D texture and fills it with red pixels. All i get is the same colour i'm setting the render target to. Here's the shader code: (The problem is probably here)

struct GS_OUT_LAYER
{
float4 posH	: SV_POSITION;
uint layer	: SV_RenderTargetArrayIndex;
};

float4 VShader(float4 pos : POSITION) : SV_POSITION
{
return pos;
}

[maxvertexcount(3)]
void GShader(triangle float4 input[3] : POSITION, inout TriangleStream<GS_OUT_LAYER> triStream)
{
GS_OUT_LAYER output;

output.posH  = input[0];
output.layer = 0;
triStream.Append(output);

output.posH  = input[1];
output.layer = 0;
triStream.Append(output);

output.posH  = input[2];
output.layer = 0;
triStream.Append(output);
}

{
return float4(1, 0, 0, 1);
}



And this is how i create the texture and render target:

RenderEffect Test3DEffect;

Texture3D* Test3DTexture;
TConfig3d.Width = 256;
TConfig3d.Height = 64;
TConfig3d.Depth = 32;
TConfig3d.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
Test3DTexture = mRenderer->CreateTexture3D(TConfig3d, NULL);

int TestTarget;
RTConfig.Format = TConfig3d.Format;
RTConfig.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
RTConfig.Texture3D.MipSlice = 0;
RTConfig.Texture3D.FirstWSlice = 0;
RTConfig.Texture3D.WSize = 32;
TestTarget = mRenderer->CreateRenderTargetView(Test3DTexture, &RTConfig);

mPipeline->SetRenderTargets(1, &TestTarget, &mZBuffer);
mPipeline->ClearRenderTarget(0, D3DXCOLOR(0.2f, 0.3f, 0.6f, 1.0f));
mPipeline->ClearDepthStencilView();
mPipeline->SetViewport(TransmittanceViewport);

mPipeline->Draw(cmd);

mRenderer->Present();

mPipeline->SaveTextureToFile(Test3DTexture->GetResource(), D3DX11_IFF_DDS, "Test3D.dds");

Edited by Waaayoff

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Well i found the problem; i don't know why but it works when i don't set a depth stencil view. Works for 1st slice anyway since i'm setting it directly to zero in shader.

Edit: I forgot to mention that in the geometry shader this:

triangle float4 input[3] : POSITION

should be changed to this:

triangle float4 input[3] : SV_POSITION

Edited by Waaayoff

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