![]() | By Sebastien St-Laurent |
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Page 99 ...ce this is the core topic of this section, I will not leave you hanging and give a few examples of some known bad case scenarios. An easy way to determine the cost of a particular shader is to use the command line HLSL compiler (fxc.exe) to output all the needed information about the resulting shade... | Page 3 ...d in functionality and performance, even shattering Moores law with respect to technological advancement rate. With the introduction of the DirectX 9.0 SDK and the latest generations of graphics hardware such as the GeForce FX series from NVIDIA and Radeon 9800 series from ATI Technologies, came Ver... | Page 51 Another consideration with point lights is that the light attenuates based on distance. The . rst step is to determine the distance from the surface to the light. This can be easily done with the following shader code: | Page 86 ...for all of the effect states! As you can see, there is a lot to use and choose from to build your effect. After learning about all these effect states, you may now wonder how they are to be used. In the following sections I will go over how you can use effect components including effect states to bu... | Page 160 ...fects will use some of the same parameter. For example, most of your effects will use a transformation matrix. Many of your effects may share the same lighting parameters; however, since each instance of an ID3DXEffect is created independently, each of these common parameters will have a separate in... |
This section contains information on the following enumerations used with Microsoft DirectSetup: