SetMatrix() does not copy all values to HLSL

Posted by Tili on Stack Overflow See other posts from Stack Overflow or by Tili
Published on 2010-05-29T20:20:42Z Indexed on 2010/05/29 20:32 UTC
Read the original article Hit count: 173

Filed under:
|
|

Hi,

I want to use the contents of a vector of D3DXMatrices to my shader.

m_pLightMatrices->SetMatrixArray(&currentLightMatrices[0].m[0][0],0,numLights);

As we know the internals of a vector this poses no problems (as it is just a dynamic array).

Now when I access this matrix in hlsl to fill up a struct I get this strange behavior:

struct LightTest
{
 float3 LightPos; 
 float LightRange; 
 float4 LightDiffuse; 
 float3 LightAtt;
};

float4x4 currentLight = gLights[0];

LightTest lt;
lt.LightPos = currentLight._m00_m01_m02; //{0,0,0}
lt.LightDiffuse = currentLight[1].rgba; //{0,0,0,0}
lt.LightRange = currentLight._m03; //this gives me a value
lt.LightAtt = currentLight[2].xyz; //{0,0,0}

While debugging I see that my matrix is nicely filled with the variables I want. When I try to hardcode check what is in the struct I get all zero's, except the LightRange.

As you can see I tried different methods of accessing the float4x4 but without any other results.

Why oh why is hlsl not copying all my variables ?

© Stack Overflow or respective owner

Related posts about c++

Related posts about directx