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Posted 16 May 2012 - 10:48 AM
If you had a vertex or pixel shader that used the same structure type as the input and an output then you would use the "IN " and "OUT" keywords as a prefix to determine which var in the structure you were referring. I would assume this had to do with older versions having significant memory limitations and the IN and OUT functionality allowed for flexibility in this scope.
ok 1 last thing - about WRAP.If AdressU and AdressV are set to WRAP and they are exactly 1/4 the size of the whole area im working with,will that tile them exactly 4 times?Like if texture1 is 100x100 in size and the terrain mesh is 400x400 size,that tiles texture1 perfectly 4 tiems,right?So then I can just use UV's from 0.0 to 4.0 for that texture?