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Advanced D3D shader techniques | Just another WordPress.com weblogJust another WordPress.com weblog (by Ben)
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Advanced D3D shader techniques. Just another WordPress.com weblog. This is a blog to share insights about D3D that I have learned while programming at home. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. Notify me of new comments via email.
April | 2008 | Advanced D3D shader techniques
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Advanced D3D shader techniques. Just another WordPress.com weblog. Archive for April, 2008. Doing stream out processing in D3D10. April 7, 2008. Since I managed to get this working pretty quickly, and I noticed that folks are having trouble with it in various forums, I thought that I would try to help folks out. In my particular case, I wanted to not use the geometry shader, and stream output back to another vertex buffer. In a nutshell, here is how I managed to do it:. SetGeometryShader( gsStreamOut );.
Doing stream out processing in D3D10 | Advanced D3D shader techniques
https://shadermodel1337.wordpress.com/2008/04/07/doing-stream-out-processing-in-d3d10
Advanced D3D shader techniques. Just another WordPress.com weblog. Doing stream out processing in D3D10. Since I managed to get this working pretty quickly, and I noticed that folks are having trouble with it in various forums, I thought that I would try to help folks out. In my particular case, I wanted to not use the geometry shader, and stream output back to another vertex buffer. In a nutshell, here is how I managed to do it:. SetVertexShader( vsAdvanceParticles );. SetGeometryShader( gsStreamOut );.
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Advanced D3D shader techniques | Just another WordPress.com weblog
Advanced D3D shader techniques. Just another WordPress.com weblog. Doing stream out processing in D3D10. April 7, 2008. Since I managed to get this working pretty quickly, and I noticed that folks are having trouble with it in various forums, I thought that I would try to help folks out. In my particular case, I wanted to not use the geometry shader, and stream output back to another vertex buffer. In a nutshell, here is how I managed to do it:. SetVertexShader( vsAdvanceParticles );. Call SOSetTargets a...
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rApeRsk8
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