Static mesh position changed with camera rotation on low-end android devices?
Hi friends: currently I've hard coded a spherical mesh in c++, and call DrawIndexedPrimitiveUP to draw in in Mobile rendering pipeline, just like any other post-processing, eventually it is a spherical mesh around camera so I can make some screen space effect.
however, I found abnormal effect on low-end android devices(direct draw to the back buffer, do not use HDR render texture), so I finally find out the input position of vertex shader is changing when I rotate my camera, this is hard to believe because the mesh is hard coded like this:
In order to debug it, I set the position of this sphere be a fixed offset next to the camera in vertex shader:
the uniform variables are matrices like below:
shockingly, on PC platform and high-end android devices(using HDR rendering pipeline), the sphere is always at float3(-200, -200, 200) offset next to the camera:
however, on low-end mobile devices(direct darw to back buffer), the sphere is moving when I rotate my camera !!!! it seems that the InPosition (vertex shader input) is changing, I really don't know why, it looks like there's a ghost in my code.
asked Feb 13 '18 at 02:54 PM in Rendering
Follow this question
Once you sign in you will be able to subscribe for any updates here