   Directx 10/11Render to Volume Texture Problem
  I'm trying to implement render to volume texture.I create ShaderResourceView and RenderTargetView for texture3d,then set the texture3d as render target.When i check the result,i encounter problems.In shader,only if SV_RenderTargetArrayIndex output's value set 0,i can find things in texture3d's slice 0.But if i set SV_RenderTargetArrayIndex output's value isn't 0,then i can't find anything in every slice.How can i correctly render things in texture3d's slices?plz help memy program code is below://///////////create Texture3D,ShaderResourceView,RenderTargetView//////////////const int Depth=8;ID3D11Texture3D* colorMap;ID3D11ShaderResourceView* mColorMapSRV;ID3D11RenderTargetView* mColorMapRTV;//create Texture3DD3D11_TEXTURE3D_DESC texDesc;texDesc.Width= mWidth;texDesc.Height    = mHeight;texDesc.Depth=Depth;texDesc.MipLevels = 1;texDesc.Format    =  DXGI_FORMAT_R16G16B16A16_FLOAT; texDesc.Usage= D3D11_USAGE_DEFAULT;texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;texDesc.CPUAccessFlags = 0; texDesc.MiscFlags = 0;HR(md3dDevice->CreateTexture3D(&texDesc, 0, &colorMap));//create ShaderResourceViewD3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;    ZeroMemory( &SRVDesc, sizeof(SRVDesc) );   SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;   SRVDesc.Texture3D.MipLevels = 1;    SRVDesc.Texture3D.MostDetailedMip = 0;SRVDesc.Format=texDesc.Format;HR(md3dDevice->CreateShaderResourceView(colorMap, &SRVDesc, &mColorMapSRV));//create RenderTargetViewD3D11_RENDER_TARGET_VIEW_DESC DescRT;DescRT.Format = texDesc.Format;  DescRT.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;  DescRT.Texture3D.WSize= Depth; DescRT.Texture3D.FirstWSlice= 0;  DescRT.Texture3D.MipSlice = 0; HR( md3dDevice->CreateRenderTargetView( colorMap, &DescRT, &mColorMapRTV ) );/////////////////////////////Set Render Target////////////////////////////////mDeviceContext->RSSetViewports(1, &mViewport);mDeviceContext->ClearRenderTargetView(mColorMapRTV, BLACK);mDeviceContext->OMSetRenderTargets(1, &mColorMapRTV, NULL);/////////////////////Render Volume Texture shader code////////////////////////struct VS_TEX_IN{float3 posL    : POSITION;};struct VS_TEX_OUT{float4 posH    : POSITION;};struct GS_OUT{    uint   RTIndex : SV_RENDERTARGETARRAYINDEX;    float4 Pos: SV_Position;}; VS_TEX_OUT VS_TEX(VS_TEX_IN vIn){VS_TEX_OUT vOut;// Transform to world space space.vOut.posH = mul(float4(vIn.posL, 1.0f), gViewProj);return vOut;}[maxvertexcount (3)]void gs_main(triangle VS_TEX_OUT input[3], inout TriangleStream<GS_OUT> triStream){   GS_OUT output;    output.RTIndex = 0; //if i set non-zero,i can't find anything in every slicefor(int v=0; v<3; v++){ output.Pos = input[v].posH;  triStream.Append( output );}}float4 PS_TEX(GS_OUT pIn) : SV_Target{   return float4(1.0f,0.0f,0.0f,1.0f);}technique11 SliceTech{    pass P0    {   SetVertexShader( CompileShader( vs_4_1, VS_TEX() ) );  SetGeometryShader( CompileShader( gs_4_1, gs_main() ));   SetPixelShader( CompileShader( ps_4_1, PS_TEX() ) );    }}