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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!

Davide Patti
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F.Eazism
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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
  • 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

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