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ok I have gotten the solution to work, with no more IOAF errors.Some things I have learnt:1) The pipeline state is inherited.2) The render command buffers have to be reset.3) The order of the vertex buffers being set is important, so I had to cache the previous data.4) The was double buffering involved, so there is a need to ensure the correct vertex buffer resource is being used.5) The execution of the indirect commands have to be only for those resources that are valid and have been correctly set.6) The resource bindings and draw commands have to be dynamically determined at runtime if there are changes to the list of geometry objects.Now, to check whats up with the texture inputs, as there does not seem to be any way to bind them directly.