I have to save every vertex for generating voxel. No culling back, the whole scene can be store to voxel, but I don't know how to pass the pixel shader if the vertex is lost. Should I put camera to far place for that whole scene can be show? Transfrom position to world coordinate, and save the color? please!
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add: About RWTexture
,If I read the Rw,the type must be 32bit? – F.Eazism Sep 05 '17 at 14:40 -
What you are looking for is called conservative rasterization, It can be as easy as turning a flag in D3D12 with a compatible hardware, or involve math and geometry expansion if not to make sure any touched pixel by the triangle is really generating a value. – galop1n Sep 05 '17 at 17:02
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My hardware doesn't support D3D12. But I read that the next step of pixel shader is depth test .Does it mean no vertex is lost ? – F.Eazism Sep 06 '17 at 12:07