I'm back from my 6 month idle period in the demo coding department. Actually, the last month or so I've been coding like crazy, but it took a while to add DX10 support, especially since I had to redesign my framework a bit to make it fit all APIs.
Anyway, what I'm showing now is the use of SV_VertexID and SV_InstanceID to procedurally create stuff in the shader. The particle systems are generated entirely in the vertex shader from these two values. There is no vertex buffer. In fact, nor is there for the terrain or the skybox. The terrain is represented with a BC4 texture (ATI1N), which makes it very compact (4 bits / vertex).
Available at the usual place
Anyway, what I'm showing now is the use of SV_VertexID and SV_InstanceID to procedurally create stuff in the shader. The particle systems are generated entirely in the vertex shader from these two values. There is no vertex buffer. In fact, nor is there for the terrain or the skybox. The terrain is represented with a BC4 texture (ATI1N), which makes it very compact (4 bits / vertex).
Available at the usual place