supagu

im trying to get multi stream rendering working in dx10, i'm just hacking around with the multistream sample ATM.

(what ive got in comments is what was there origonally)

/*
  const D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] =
  {
    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    { "TEXCOORD",  0, DXGI_FORMAT_R32G32_FLOAT,  2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
  };
	*/
	D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] =
  {
    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
		{ "COLOR", 0,	 DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, 
		{ "TEXCOORD0",  0, DXGI_FORMAT_R32G32_FLOAT,  2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
  };
  UINT iNumElements = sizeof(vertlayout_singleindex)/sizeof(D3D10_INPUT_ELEMENT_DESC);
  D3D10_PASS_DESC PassDesc;
  g_pRenderScene_SI->GetPassByIndex( 0 )->GetDesc( &PassDesc );
  V_RETURN( pd3dDevice->CreateInputLayout( vertlayout_singleindex, iNumElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout_SI ) );




and in the shader:

(was just Normal, which i changed to colour)
struct VS_INPUT_SI
{
  float4 Position  : POSITION;  // vertex position 
  //float3 Normal   : NORMAL;		// this normal comes in per-vertex
  float4 colour	 : COLOR;
  float2 TextureUV : TEXCOORD0; // vertex texture coords 
};


then CreateInputLayout either crashes or returns hr = invalid args (0x80070057) so fails.
am i doing something noticably wrong


Re: Direct3D 10 multistream rendering problem

supagu

solved, had to change

"TEXCOORD0", to "TEXCOORD",