The one mistake that took a lot of time was that when i was getting the index of a sampler for the shader, i was then just calling set texture even if it returned (uint)-1. This was causing pix to crash and eventually i just had to go in search of why pix was crashing to continue working on the assignment. I am not sure why it was causing problems now, i had that code in there for a few assignments. But now pix works again.
I had talked with people who were using the projected position instead of the view position, which i implemented first. However after an email from JP, i changed it over to use the view position. It makes no visual difference (that i can see) but it should be cleaner in all situations, where the projected position was a non linear depth.
Everything should be working.
Link to code
pix view of the depth texture, it is only showing the red color (because the texture is just R16F).
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