Because I'm mainly an OpenGL programmer I'll be grateful if You'll be inform me which features are required for fully FVF support under DX10/11. Of course if You have any questions for a FVF support in Irrlicht please ask
![Smile :)](./images/smilies/icon_smile.gif)
Code: Select all
desc.SemanticName = getSemanticName(VertexDescription->getAttribute(i)->getSemantic());
desc.SemanticIndex = getSemanticIndex(VertexDescription->getAttribute(i)->getSemantic());
desc.Format = getFormat(VertexDescription->getAttribute(i));
desc.InputSlot = 0;
desc.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;//elements[i].PerInstance ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
desc.InstanceDataStepRate = 0;//elements[i].InstanceStep;
Have you got a PIX grab?Granyte wrote:Any one has an idea waht can cause the mesh deformation we see in the top picture?