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Aug 19, 2015 at 17:19 vote accept PinkTurtle
Aug 18, 2015 at 3:02 comment added Chuck Walbourn This is the classic "Direct3D 9" design where you had to use a global set of constants. This is an extremely inefficient way to use Direct3D 11 Constant Buffers. See Windows to Reality: Getting the Most out of Direct3D 10 Graphics in Your Games--yes this is a Direct3D 10 era talk but it 100% applies to Direct3D 11 too.
Aug 17, 2015 at 5:59 answer added cfehunter timeline score: 7
Aug 16, 2015 at 21:55 comment added PinkTurtle I know I started with OpenGL and uniform bindings but went to DX ;) Anyways I could fix my issue at using a cbuffer instead with proper alignement. I used to fail it but found the culprit.
Aug 16, 2015 at 21:51 comment added wondra Seeing nobody answered yet - I dont know much about dx11, but if you used openGl you could use texture or a buffer where usually geometry is stored.
Aug 16, 2015 at 12:41 history edited PinkTurtle CC BY-SA 3.0
struct
Aug 16, 2015 at 12:27 history edited PinkTurtle CC BY-SA 3.0
struct
Aug 16, 2015 at 12:25 comment added PinkTurtle @AlanWolfe I didn't write the pixel shader code yet (I am porting GLSL code to HLSL) but I need all these variables (63+) available in my pixel shader for raytracing computation. I have 4 C++ structs for that purpose - see the one I posted up there.
Aug 16, 2015 at 1:25 comment added Ali1S232 stackoverflow.com/questions/14711763/…
Aug 16, 2015 at 0:54 comment added Alan Wolfe Can you tell us what the parameters are that you are passing and what you are doing with them in the shader?
Aug 15, 2015 at 23:45 history asked PinkTurtle CC BY-SA 3.0