Posts

Post marked as solved
1 Replies
I;ce manafed t solve this myself. I wasn't paying attention to struct member alignment/size rules. I had the following struct for my input;struct vertex { float3 pos; float3 norm; float2 tex;};In. a normal vertex layout, the members would all be tightly packed, but when accessing GPU memory, each member is going to be 4 floats in size, hence the weird looking view in the GPU debugger. Re-jigging the struct so that tex is contained in the 4th elements of pos and norms fixes the issue. So my vertex struct now looks like this;struct vertex { float4 posTexU; float4 normTexV;};