   [SlimDX ] - How to set RenderTarget Value range?
  Hi there,I am newbie to directX and SlimDX. Can anybody tell me how to set the RenderTarget value range to "0 to 1"?By default, the render target value ranges from -1 to + 1. I want to set this range to 0 to +1 which makes my calculation lot easier.Thanks in advance.   
  Use unorm instead of snormR8G8B8A8_SNORM = -1 to 1R8G8B8A8_UNORM = 0 to 1   ;  Hello  Hyunkel,Thanks for your reply. Can you please little bit explain where and how to set this value? DO I need to set this for ViewPort, RenderTarget, Input Layout etc.Basically I passing Position value from -180 to +180 and inside the vertex shader I am normalizing to 0-1. Here is my input layout description. I am using SlimDX.this.InputLayout = new InputLayout(RenderingDevice.Device, signature, new[] {new InputElement("POSITION",    0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),new InputElement("TEXCOORD",   0, SlimDX.DXGI.Format.R32G32_Float, 16, 0)});Here is my Render Target description._RenderTargetDescription = new Direct3D10.Texture2DDescription(){ArraySize = 1,   MipLevels = 1,SampleDescription = _SampleDescription,Format = DXGI.Format.R8_UInt,CpuAccessFlags = Direct3D10.CpuAccessFlags.None,BindFlags = Direct3D10.BindFlags.RenderTarget,Usage = Direct3D10.ResourceUsage.Default};;Format = DXGI.Format.R8_UIntYou're defining your render target in a way so it can output one channel of unsigned int'sIf you'd useFormat = DXGI.Format.R8_UNorminstead, your render target would only be able to output one channel of float values from 0.0 to 1.0What exactly are you trying to do?I don't understand why you would normalize position data.   ;  Hello Hyunkel,Thanks Again. Changing the RenderTarget format to R8_UNorm doesn't seem to work.Actually, I am trying to plot the sprites based on latitude and longitude. Since I need to support multiple projections, it will be easier for me.Here is what I am doing.1). Pass the Lat/long values in the Vertex Buffer2). Normalize the lat/long values to 0 to 1 in the Vertex shader3). Calculate the Triangle strip in the Geometry Shader to draw the sprites.The Problem is, when the normalized output from the Vertex shader is 0.0, the the sprite is drawn in the center of the Render Target. I want this to change to draw in the Bottom Left corner.   ;  Oh, now I understand what you're trying to do.I thought you'd be talking about the values the render target was outputting (color values), not the texel location.Afaik it is not possible to change this behaviour.I'm not entirely sure why you wouldn't use use worldviewprojection matrices, but I suppose you have your reasons.One thing you could do would be to reposition your vertex points in the geometry shader.A simple -0.5 followed by a *2 should bring 0 to 1 values into the -1 to 1 range.This way you can work with a 0 to 1 range in your vertex shader, but you'll output to -1 to 1 which covers your whole screen.   ;  Thanks Hyunkel. I was told we change but I guess not.Thanks for clarifying. Since I am working on lat/lon space, I can very well use -1.0 to 1.0 but only write some more code.Thanks much. Appreciated.   