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D3D11 WARNING: ID3D11DeviceContext::Draw: The size of the Constant Buffer at slot 0 of the Vertex Shader unit is too small (16 bytes provided, 64 bytes, at least, expected).` `This is OK, as out-of-bounds reads are defined to return 0. It is also possible the developer knows the missing data will not be used anyway.` `This is only a problem if the developer actually intended to bind a sufficiently large Constant Buffer for what the shader expects.`  `[ EXECUTION WARNING #351: DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL]

P.S. Could it be a reason why my DDS Cube texture does not draw in G-Buffer ?! It is just a warning but whole day i am sticking with this any help.

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    This means your constant buffer sizes that you bind at runtime do not match the constant buffer declarations in your shaders. – Chuck Walbourn Feb 12 '16 at 16:32

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