Reputation: 13
Problem:
different results of indentical shaders on dx9
and dx11
. after pix-debugging it, i found that it interpolates values. flat shade mode fixes that but can't be used.
nointerpolation float flStart : COLOR1;
nointerpolation float flEnd : COLOR2;
Reason:
seems like ps3_0
just ignore the nointerpolation
specifier when ps4_0
and higher doesn't
Question: is it bug of dx9 or ps3_0? is there any other possible ways to not interpolate them through vs?
Upvotes: 0
Views: 408
Reputation: 1617
Shader Model 3.0 did not support interpolation qualifiers. In Shader Model 4.0, the interpolation mode is specified as an additional qualifier in the dcl_input
instruction, whereas the dcl_texcoord
and dcl_color
instructions part of Shader Model 3.0 do not take such a qualifier.
It is probably a mistake that the compiler is not issuing a diagnostic for this.
Upvotes: 0