Re: Returning calculation results from pixel shader



Hmm, did you try to use a floating point texture yet? Not sure if you
can render one...I have no experience using those, but it's something
that you might want to look into.

I can not create a rexture which I can render into and make lockable.
The description, from another thread, is this.

If I made it anything BUT pool.Default, then I could not make it
rendertarget.



Pool must be D3DPOOL_DEFAULT for RenderTarget and DepthStencil Usages


If it then made it default, then I could not lock its surface.


Lock is not supported for textures allocated with POOL_DEFAULT unless they are marked D3DUSAGE_DYNAMIC.


Ok, so I make it dynamic now, and get another error.


Dynamic textures cannot be rendertargets or depth/stencils.


Hmm...a rendertarget must be default. Lock only works on poolDefault if

it is dynamic. A renderTarget can not be dynamic.
What do I do about this?

As far as I know, I need to be able to render to tex texture to get
results into it, and I need to lock it to read those results.

.



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