전체 화면 쿼드를 그리 셨나요?
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23-08-2019 - |
문제
이것에 무슨 문제가 있습니까?
pVertexBuffer[0].Position = D3DXVECTOR3(0.0f,0.0f,0.0f);
pVertexBuffer[0].TexCoord = D3DXVECTOR2(0.0f,0.0f);
pVertexBuffer[1].Position = D3DXVECTOR3(m_ScreenResolutionX,0.0f,0.0f);
pVertexBuffer[1].TexCoord = D3DXVECTOR2(1.0f,0.0f);
pVertexBuffer[2].Position = D3DXVECTOR3(0.0f,m_ScreenResolutionY,0.0f);
pVertexBuffer[2].TexCoord = D3DXVECTOR2(0.0f,1.0f);
pVertexBuffer[3].Position = D3DXVECTOR3(0.0f,m_ScreenResolutionY,0.0f);
pVertexBuffer[3].TexCoord = D3DXVECTOR2(0.0f,1.0f);
pVertexBuffer[4].Position = D3DXVECTOR3(m_ScreenResolutionX,0.0f,0.0f);
pVertexBuffer[4].TexCoord = D3DXVECTOR2(1.0f,0.0f);
pVertexBuffer[5].Position = D3DXVECTOR3(m_ScreenResolutionX,m_ScreenResolutionY,0.0f);
pVertexBuffer[5].TexCoord = D3DXVECTOR2(1.0f,1.0f);
이것을 렌더링하려고하면 아무것도 보지 못합니다. 정점 셰이더에서 나는이 정점 위치를 변환하지 않고 사용합니다.
해결책
정점 셰이더 균질 스크린 공간 좌표에서 정점 출력; 일반적으로 화면 해상도 독립적입니다. 즉, (-1, -1,0)에서 (1, 1, 0)에서 좌표를 출력해야합니다.
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