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    Packing and Unpacking of the DXGI_Format in HLSL Hi, currently I am trying to programm a snow shader consisting of snow deformation and a snowing particle effect. My problem is that I need to use a UAV preferably an RWTexture2D which consists of 2 16bit float values (R16G16_Float) but only R32_UINT allows simultaneous writes. I saw in the documentation that there is a possibilty to cast those in HLSL by including D3DX_DXGIFormatConvert.inl but my program does not find the header. So this is my problem how do I properly include the format convert? Any thoughts? https://ift.tt/eA8V8J

    Hi, currently I am trying to programm a snow shader consisting of snow deformation and a snowing particle effect. My problem is that I need to use a UAV preferably an RWTexture2D which consists of 2 16bit float values (R16G16_Float) but only R32_UINT allows simultaneous writes. I saw in the documentation that there is a possibilty to cast those in HLSL by including D3DX_DXGIFormatConvert.inl but my program does not find the header. So this is my problem how do I properly include the format convert? Any thoughts?

    from GameDev.net http://bit.ly/2ItuSqI

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