![]() | By Sebastien St-Laurent |
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Page 6 ... the input Color and Texture Registers. Those values are based on the perspective interpolation of the values de.ned through the vertex shader. Registers v0 and v1 are meant to be the interpolated diffuse and specular lighting components. The registers t0 to tN carry interpolated texture lookup coo... | Page 10 compile This keyword is used when declaring vertex or pixel fragments (or shaders), indicating with which pro.le to compile the fragment.. This keyword is to be used when assigning a shader directly to the vertex or pixel shader effect state. | Page 199 rep Starts a rep / endrep block. 3 Flow Control | Page 82 VertexShaderConstantB bool[m[n]] This vertex shader constant takes in an m-byn array of bools; m and n are optional. | Page 11 for This keyword is used to de.ne loop statements. |
The DirectX error tool (DXErr) displays a description of any HRESULT or error code from Direct3D, Direct Play, DirectMusic, DirectSound, DirectInput, DirectShow, and Win32.

| Executable: | (SDK root)\Utilities\Bin\x86 or x64 |