Why isn't my other two constant buffers being updated to the shader?

Posted by Paul Ske on Game Development See other posts from Game Development or by Paul Ske
Published on 2013-11-01T03:53:52Z Indexed on 2013/11/01 4:19 UTC
Read the original article Hit count: 235

Filed under:

I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation factor inside the hull shader. I believe the camera position isn't updating either because when I perform distance adaptation the far edges are more tessellated then the what's truly in front of the camera. I have all the buffers set to dynamic. Inside the render loop I have them set as:

ID3D11Buffer *multiBuffers[3];
devcon->VSSetConstantBuffers(0,3,multiBuffers);
...
devcon->DSSetConstantBuffers(0,3,multiBuffers);

I only got that from a directX Sample. Inside the shader file I have the three cbuffer structs.

cbuffer ConstantBuffer 
{
    float4x4 WorldMatrix;
    float4x4 viewMatrix;
    float4x4 projectionMatrix;
    float4x4 modelWorldMatrix;    // the rotation matrix
    float3 lightvec;      // the light's vector
    float4 lightcol;      // the light's color
    float4 ambientcol;    // the ambient light's color
    bool isSelected;
}

cbuffer cameraBuffer
{
float3 cameraDirection;
float padding;
}

cbuffer TessellationBuffer 
{
float tessellationAmount;
float3 padding2;

}

Am I missing something or would anyone know why wouldn't my buffers update to the shader file?

© Game Development or respective owner

Related posts about directx