Hello All,
I am writing a compute shader that calculating Grid frustum for my tiled forwarding rendering demo using Directx12. However, I am having a very strange issue of writing results to my RWStructedBuffer with a Frustum type, where all planes of a frustum share the exactly the same plane information. (I am pretty sure I can correctly calculate the plane information for left, right, top, and bottom planes of a frustum.)
My Frustum structure declaration is the following:
struct Plane
{
float3 N; // Plane normal.
float d; // Distance to origin.
};
// Four planes of a view frustum (in view space).
// The …