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RWTexture3D and compute shaders

Question asked by gouky on Dec 21, 2012



I'm currently using Compute Shaders to write stuff inside the mip of a RWTexture3D but it seems that it doesnt work as expected as I only accessed a small part of the texture. The same code run fine on a nvidia graphic car and I'm using an ATI HD5800 series. When creating the UAV View I set the MipSlice to the requested one and WSize to -1. (FirstWSlice = 0)


Any clue whats wrong ?