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PIX not capturing anything?

Last post 05-07-2008 12:02 PM by Shawn Hargreaves. 1 replies.
  • 05-07-2008 11:33 AM

    PIX not capturing anything?

    So, I've written my own shader for the first time (huzzah!) and while it mostly works, it well, only mostly works. I heard that you can see what's going on with your shaders by using PIX to step through the D3D calls, but when I capture a frame with PIX it acts like there was nothing rendered (black screen, no calls, etc).

    Basically, what I've got going is three quads at the origin each lined up with an axis, mapped to a 3D texture. The texture shows up, so that's cool, but if I try to debug it in PIX to see what exactly its doing, I don't get anything. If I change the vertices to VertexPositionColor and just render colored quads I get info from PIX, so I'm not sure what I'm doing wrong.

    Is there some special setup that I've missed? If I'm generating a texture at runtime do I have to do something special to get pix to work with it?

    -Sorren
  • 05-07-2008 12:02 PM In reply to

    Re: PIX not capturing anything?

    If your code is wrong, it's very possible that this wrongness might cause a different end result when you run it inside PIX compared to directly on your GPU. Do you see the draw primitives call for your quads in the PIX capture? If so you can still debug them to examine what renderstates are set, where your vertices are ending up, and what the shader is doing.

    You should also take a look at the native output spew from the debug DirectX runtime: that can often contain useful warning info.

    XNA Framework Developer - blog - homepage
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