Ok my Directx11 3D engine works fine, Let's try to use the new tesselation shaders . (Hull shader, Constant shader, Domain shader)!
After a few hours of coding, let's try it.. ughhh, it doesn't work.. The program runs well, but the rendering context seems to be frozen.
I needed 5 days and checked absolutely EVERYTHING in my 3D engine, to identify the source of this issue. (Please note that the debug layer indicates no error).
And the solution is:
When I create my device and swapchain, I pass a DXGI_SWAP_CHAIN_DESC structure to the D3D11CreateDeviceAndSwapChain() function.
Count was set to 8 and Quality to 0. Without tesselation, everything worked very well, but with tesselation shaders in the pipeline it didn't.
After setting Count to 4 and Quality to 0, everything was back in order.
Hope it will help!
Screenshots:


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