![]() | By Sebastien St-Laurent |
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Page 112 ...e following sections of this chapter, I will go over all the major components of each API relevant to the effect framework and give an overview of their use and function. Lets start by talking about some important tools to use in your effect development endeavors. And believe me, they will come in h... | Page 102 ...rue dynamic branching (determined through the hardware capability bits), the performance hit is the cost of the branch expression plus the cost of the instructions on the side of the branch taken. For this particular case, the task of optimizing shaders using dynamic branching is similar to optimizi... | Page 11 pass This keyword is case insensitive and is used to de.ne multiple passes within multipass effect. Note that this keyword relates more closely to effect .les and will be discussed in Part II of this book. | Page 60 ...rdinates are respectively called tangent and binormal. Those vectors are de.ned as the 3D spatial direction in which the U and V texture coordinates are headed for a particular point on the surface. How to generate those vectors is outside the scope of this book, but be assured the D3DXMESH interfac... | Page 57 You will also need to add the input parameters to the pixel shader main function, ps_main, so the interpolated normal and light direction can be read. With all those adjustments, you should end up with the following pixel shader: |
This section contains reference information for the API elements provided by DirectSetup. Reference material is divided into the following categories: