welp...don't want to go looking for this again:
int idx= int(payload.flip);
“The sciences do not try to explain, they hardly even try to interpret, they mainly make models. By a model is meant a mathematical construct which with the addition of certain verbal interpretations describes observed phenomena. The justification of such a model construct is solely and precisely that it is expected to work.” John Von Neumann
welp...don't want to go looking for this again:
int idx= int(payload.flip);
so...you have an .hlsl file and you want to make sure your changes trigger a rebuild do not use the pre-build for the solution. instead, click on the .hlsl and use a custom build tool. the final thing you have to do is to tell visual studio to treat the output as content and fill in the content field with your compilation output artifact(s).
neat sample, needs minor cleanup to compile on my VS2019 solution. may not be anything wrong with the right environment, etc. just my config:
several #include <iostreams>
disabled 'treat errors as warnings'.
https://developer.nvidia.com/blog/implementing-stochastic-lod-with-microsoft-dxr/
several live objects after sample executes/shuts down, not going to resolve at this time.
Need to review this before starting any new presentation:
http://graphics.stanford.edu/~kayvonf/misc/cleartalktips.pdf
https://observablehq.com/@d3/gallery
ack to Marissa Du Bois for the pointer.
https://www.cnbc.com/2021/11/07/overused-words-and-phrases-that-make-you-sound-weak-less-confident-according-to-grammar-experts.html
Capturing for posterity:
TL;DR: C is row major, XMMATRIX* is row major, HLSL is column major.
A comment here explains rationale:
https://www.gamedev.net/forums/topic/649263-matrix-multiplication-order/
And you can tell HLSL to flip to row major.
https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
https://devblogs.microsoft.com/directx/new-in-directx-feature-level-12_2/
https://walbourn.github.io/direct3d-feature-levels/