I’d like to use ViewPortArray and a GeometryShader to place objects in the same 3D scene but render them in different ViewPort depending on an Index input.
But unfortunately I’m not able to make it working as the compiler throws the following error :
“Output variable (Vertex Shader) contains a system-interpreted value (SV_ViewportArrayIndex) which must be written in every execution path of the Shader. Unconditional initialization may help.”
Also there aren’t much information around the web… Any tips maybe ?