I saw some of your work while starting my journey of learning how to render volumes/volumetric content.
I was very impressed by your work!
D3D12 ERROR: ID3D12Device::CreatePixelShader: Shader uses double precision float ops which are not supported on the current device. [ STATE_CREATION ERROR #336: DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED]
Exception thrown at 0x00007FFF5440474C in MultiVolumes.exe: Microsoft C++ exception: _com_error at memory location 0x00000001000FAE30.
Assertion failed!
Program: ...s\denni\Documents\GitHub\MultiVolumes\Bin\XUSG.dll
File: E:\DirectXProjectsX\RenderingX\XUSG...\XUSGGra...X12.cpp
Line: 371
Expression: !HrToString(hr).c_str()
For information on how your program can cause an assertion
failure, see the Visual C++ documentation on asserts
KernelBase.dll!00007fff5440474c() Unknown
vcruntime140d.dll!00007fff2000b650() Unknown
MultiVolumes.exe!ThrowIfFailed(HRESULT hr) Line 44 C++
> MultiVolumes.exe!MultiVolumes::LoadAssets() Line 194 C++
MultiVolumes.exe!MultiVolumes::OnInit() Line 81 C++
MultiVolumes.exe!Win32Application::Run(DXFramework * pFramework, HINSTANCE__ * hInstance, int nCmdShow) Line 55 C++
MultiVolumes.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * __formal, char * __formal, int nCmdShow) Line 19 C++
[External Code]
Admittedly, much of the rendering in general is beyond my current skillset (why I was excited to play with your demo)
I'm also more of a Mac/Web Developer, so my experience with Full Visual Studio is limited...
However, in that limited experience I know the builds/projects/solutions are very specific/touchy to things so while this is throwing an error, it may be something I did (or did not do) for the build..
I'm on a 2021 Zepher M16 using Windows 11 (64) and a i9. GPU is a 3060 with driver version 512.78 and Everything seems Normal on dxdiag...
I am able to run the regular VolumeRenderer without issues, but I haven't compared the two yet