I have a weird problem.
I am adding particles to my game and as usual I use the particles 3D sample as a base.
I have never had a problem with it before, it’s pretty damn good as a base.
Looking at it on renderdoc it just gets stranger
The system passes in a corner value per vertex. in the vertex definition it is
` public Short2 Corner;
and it is defined as
`new VertexElement(0, VertexElementFormat.Short2, VertexElementUsage.Position, 0),
In the shader this is passed to the pixel shader after being scaled to 0-1 as the texture coordinate.
output.TextureCoordinate = (input.Corner + 1.0) / 2.0;
And it is totally wrong.
I changed the code to just pass it through to the pixel shader so I could look at it.
And the madness gets worse.
This is the input as seen in renderdoc
And this is the output
Anybody got the slightest idea how float2 x = float2 y ends up as that?