VP2.0 shaderOverride on MSceneRender fails on dx11 viewport (2016 +SP5)

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Hey guys,
I'm having trouble getting a shaderOverride to work on a MSceneRender in the dx11 viewport making it impossible to use.
The bug is easy to recreate:
1. Compile viewMRenderOverride plugin found on the devKit (compiled x64 version)
2. Load the plugin in a maya running the DirectX 11 viewport with some geometry inside
3. Change the viewport renderer to "Render Override Options Renderer"
4. Write the following MEL command: viewMRenderOverride -shaderOverride 1
The geometry will dissapear because the shader is causing problems, the output window will display the following message:
V2Renderer : OGS WARNING: DX11: CreateInputLayout(): E_INVALIDARG - The parameter is incorrect. OGS::Devices::DeviceContextDx11::CreateInputLayout D:\Stage\BB63_0910_WIN\BB63\AIRViz\Devel\VirtualDevices\Dx11\DeviceContextDx11.cpp 3808 V2Renderer : OGS WARNING: Draw failed. Unable to apply an appropriate input layout. The current vertex buffer format may be incompatible with the current effect.) 0
Does anyone know how to fix this? This error happens on all pluggins that try to override a scene shader on the dx11 viewport (viewRenderOverrideMRT, viewRenderOverrideShadows, viewRenderOverride)
The shader override works well on openGL viewport, however, I need it to work on directx11 as all the shader code I've created has been written on HLSL..
Any help is highly appreciated!
specs:
Win10 Pro x64
Intel Xeon E5-2609
16GB Ram
Quadro K5000
thank you in advance