Re: Effects or not Effects
- From: legalize+jeeves@xxxxxxxxxxxxxxxxx (Richard [Microsoft Direct3D MVP])
- Date: Thu, 21 Aug 2008 21:43:56 -0700
[Please do not mail me a copy of your followup]
Igor Kravtchenko <nospam@nospam> spake the secret code
<eWyaf93AJHA.4068@xxxxxxxxxxxxxxxxxxxx> thusly:
In D3D9 there is an Effect class that manages Techniques and Passes.
Many HLSL implementation I've seen use this.
However, basic sample of HLSL doesn't use these methods at all.
My question: is it just a programmer choice? Is HLSL compiler able to
manage Effects/Techniques or not at all?
To add to what Chuck said: HLSL is for writing shaders (vertex, pixel,
geometry, etc.). Effects manage shaders as one piece of state among
many pieces of state that need to be managed on the device as a way of
configuring the device as a whole in order to orchestrate the multi-pass
rendering techniques.
So you can use HLSL to create your shaders (like the basic HLSL sample
does), or you can use effects to manage your device state (with the
fixed-function pipeline or with shaders), or you can use both together.
--
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- From: Igor Kravtchenko
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