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direct3d 10 question

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#1 lomateron   Members   

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Posted 13 July 2013 - 05:21 PM

I have this

 

ID3D10ShaderResourceView*                       myTexture = NULL;

ID3D10EffectShaderResourceVariable*        g_pTextureReader = NULL;

 

ID3D10EffectTechnique*                   g_pTechnique1  = NULL;
ID3D10EffectTechnique*                   g_pTechnique2 = NULL;
 
now I do this
 
g_pTextureReader ->SetResource( myTexture );
 
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
g_pd3dDevice->Draw(1, 0);
 
then I want to render to "myTexture" renderTarget, so I need to unbound "myTexture" , to do that I do this
 
g_pTextureReader ->SetResource( NULL );
g_pTechnique1->GetPassByIndex( 0 )->Apply( 0 );
g_pTechnique2->GetPassByIndex( 0 )->Apply( 0 );
 
Is this last thing the way it is done normally?
 
 
 

Edited by lomateron, 13 July 2013 - 05:30 PM.


#2 lomateron   Members   

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Posted 13 July 2013 - 10:58 PM

don't know very well how the bound and unbound works, it looks like if I don't unbound them on every technique it has been bound to, the bound will be still there, so every time you want to render to a bound thing you have to remember in which technique it was bounded, and the only method I know to unbound texture is the "apply(0)" thing

 

anyone knows more?



#3 LPVOID   Members   

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Posted 08 September 2013 - 09:47 PM

I know one method .when you have changed the render target ,then do this

 

    ID3D10ShaderResourceView* pSRV[] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
    pDev->PSSetShaderResources( 0, _countof(pSRV), pSRV );


Edited by LPVOID, 08 September 2013 - 09:48 PM.





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