DX12 problem with layered MRT

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2 comments, last by den_wan 8 years, 8 months ago
rerndering to the first layer works just fine: EADev9ym.jpg but the second layer looks this: 4g7e9DDm.jpg resource descs: http://pastebin.com/zetRzV9t rtv desc: http://pastebin.com/905tW9Lx dsv desc: http://pastebin.com/YtY6rLL2 vertex shader: http://pastebin.com/8UYhzNKW geometry shader: http://pastebin.com/t5nBAWFA pixel shader: http://pastebin.com/Ljbchrre ---------- for rendering gbuffer srv desc: http://pastebin.com/guDMnWqP screenquad vs: http://pastebin.com/qUz0YRiy screenquad gs: http://pastebin.com/1LymhJ4W screenquad ps: http://pastebin.com/yBehwuBz
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for some reason in my browser the post looks terrible and i can't edit it...

You haven't even explained what's wrong with the image on the right.

You need to put some more effort into explaining what it is you're trying to achieve and why it doesn't look like what you're expecting.

Adam Miles - Principal Software Development Engineer - Microsoft Xbox Advanced Technology Group

yes, i am rendering the exact same data to my layered MRT. so both pictures should look the same. and i fixed my problem. turns out that creating a texture array with 0 miplevels is not a good idea.

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