How to control in the vertex shader where pixel ends up in the renderTarget?
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cubrman
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Published on 2013-07-28T12:31:00Z
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2013/08/02
16:08 UTC
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What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction
that all my pixels end up exactly in that 1 pixel region? No matter what I do, they all seem to get culled at some point, though GraphicDevise.Clear()
works OK.
Where is the top left corner of the renderTarget Vertex-shader-vise? I tried output.Position
= (0,0,0,0)/(0,0,0,1)/(1,1,1,1)/(-0.5,0.5,0,1) NOTHING works!
Fullscreen quad is not an option 'cause I actually need to process geometry in the shaders to get the results I need.
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