Hello,
I’d like to use ViewPortArray and a GeometryShader to place objects in the same 3D scene but render them in different ViewPort depending on an Index input.
The only interesting documentation I found about this topic is here : DirectX10 Tutorial 7: Viewports | Taking Initiative
But unfortunately I’m not able to make it working as the compiler throws the following error :
“Output variable (Vertex Shader) contains a system-interpreted value (SV_ViewportArrayIndex) which must be written in every execution path of the Shader. Unconditional initialization may help.”
Also there aren’t much information around the web… Any tips maybe ?
Thx
ViewPortArrayTest.zip (4.1 KB)