Jump to content
  • Advertisement

randall68000

Member
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

124 Neutral

About randall68000

  • Rank
    Newbie
  1. I was just checking your znear wasn't zero - a common gotcha.
  2. What is your projection matrix?
  3. randall68000

    DXGI vertex buffer format problem

    MJP - I have just changed the shaders to use int4's and I am getting the correct positions through now.   Thanks for pointing that out!
  4. randall68000

    DXGI vertex buffer format problem

    Kauna   I build a vertex description using a series of vertex flags like this (BuildVertexElement just fills in an array of D3D11_INPUT_ELEMENT_DESC)   if(params.mTypeMask&VertexBufferParams::kTypeXYZ32) { BuildVertexElement(vertexElements,element,"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,offset,D3D11_INPUT_PER_VERTEX_DATA,0); offset+=12; }   if(params.mTypeMask&VertexBufferParams::kTypeXYZRHW16) { BuildVertexElement(vertexElements,element,"POSITIONT",0,DXGI_FORMAT_R16G16B16A16_UINT,0,offset,D3D11_INPUT_PER_VERTEX_DATA,0); offset+=8; }   And I use this to create the input layout (you are right CreateBuffer doesn't expect a format - this is my mistake).   MJP   I support Short4 positions in my DX9 code - I would like to support them in DX11 hence using DXGI_FORMAT_R16G16B16A16_SINT/UINT. Ah well there's the rub - I've got problems with the debug layers dll on my machines for some reason and I can't create the device in debug mode. I haven't got round to fixing the issue yet.   Cheers guys.
  5. Hi,   I have a problem with a vertex format in my DX11 engine. If I create a vertex buffer using the formats DXGI_FORMAT_R16G16B16A16_UINT or DXGI_FORMAT_R16G16B16A16_SINT for position (DX9 is SHORT4) I get zero for every component in the position passed into the shader (other componets are fine R8G8B8A8 colour and R16G16_SNORM for uv). I have ran pix and checked the inputs to the mesh on the Draw() command and confirmed they are all zero. If I pass in UNORM, SNORM or FLOAT I get reasonable data passed in for the position.   Is there any steps I have missed? ie. I don't create a ShaderResourceView but that doesn't seem to matter if I don't use the 16bit formats.   Thanks   Randall68000
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!