recently i learned how to make geometry shaders with stream output and then reuse resulting geometry for several render passes. Also, in GS we can do very nice normal calculation per face. (all this i take from vuxes examples in dx11 girlpower)
but there is one problem, i cant get TEXCOORD to work,
if i try to pass it together with POSITION and NORMAL (as its shown on MSDN documantation), geometry all breaks down.
all i need just to pass TEXCOORD from original geometry to modified one.
just happened to discover that problem is in DX11 packs foe beta30, and in packs for beta31 there is an example where its all right with texcoords.
look into this one - updated dx 11
vvvv_45beta31_x86\packs\DX11\girlpower\sm4\streamout\PerFaceNormals
sphere with texture there
i guess the problem was that in first example there was no GS OUT declared, and modified data was written just in GS IN structure. maybe i m wrong, vux knows )))