1
vote
1answer
130 views

Manually writing a dx11 tessellation shader

I am looking for resources on what are the steps of manually implementing tessellation (I happen to be using Unity CG, but any help is appreciated). Today it seems that it is all the rage to hide ...
0
votes
1answer
207 views

Why are my geometry-shader-generated billboards not showing up given the following code?

My program is a rain particle system. After processing a list of positions of rain particles, I passed them to the geometry shader for generating a billboard for each position. If I use a simple ...
0
votes
1answer
251 views

Problem with Texture Array and billboards [closed]

It's my first post here. My name is Bruno and I'm from Brazil. I'm trying to learn DirectX 11, and I'm using Frank Luna's book. The problem is that he uses the Effects Framework to do everything, and ...
2
votes
1answer
507 views

How do you add rotation to particles?

Today I was working on a particle system and I can't figure out how to give the particle billboards a rotation (so to have them spinning clockwise or counter-clockwise while facing the player). I ...
0
votes
1answer
217 views

Why does setting a geometry shader cause my sprites to vanish?

My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to ...
2
votes
0answers
575 views

Geometry Shader and Stream Output with Directx11

I am having trouble trying to send verticies generated in the Geometry Shader to Stream Output. What I am trying to accomplish is to generate verticies from the Geometry Shader and store them to a ...
2
votes
2answers
726 views

How do I keep a triangle strip between geometry shader invocations?

I'm using a small geometry shader to build a "ribbon" from a set of points. For each point, I create 4 vertices that represent a section of the ribbon: [maxvertexcount(4)] void GS( point GS_Input ...