Jump to content

  • Log In with Google      Sign In   
  • Create Account

Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualATC

Posted 10 October 2012 - 05:12 PM

Yes, SlimDX is almost a 1:1 wrapper... the style/names can be a bit different but the functionality is the same! Posted Image

Ok... could you explain to me the essence of how I need to handle a shader... Let's say I do this:

[source lang="csharp"] /* Compile the effect to bytecode :: */var src = File.ReadAllText(path);var byteCode = ShaderBytecode.Compile( src, profile.GetProfileString() );[/source]

Now I have the "bytecode" of the shader... What do I do next? Am I NOT to use the "Effect" classes at all? I've been wanting to support shader fragments where I can dynamically pair up free-standing pixel and vertex (and other) shaders. And I don't see how it could be possible with the "Effect" class. But my knowledge of this approach to things is virtually zero...

Not asking you to hold my hand and write my code for me, but if you could explain the stages of how you use the "bytecode" to get the information I need and render with shader this way (as opposed to the Effect class) that would be great. I keep searching for it on Google but cannot find it lol

#2ATC

Posted 10 October 2012 - 05:11 PM

Yes, SlimDX is almost a 1:1 wrapper... the style/names can be a bit different but the functionality is the same! Posted Image

Ok... could you explain to me the essence of how I need to handle a shader... Let's say I do this:

[source lang="csharp"] /* Compile the effect to bytecode :: */var src    = File.ReadAllText(path);var byteCode = ShaderBytecode.Compile( src, profile.GetProfileString() );[/source]

Now I have the "bytecode" of the shader... What do I do next? Am I NOT to use the "Effect" classes at all? I've been wanting to support shader fragments where I can dynamically pair up free-standing pixel and vertex (and other) shaders. And I don't see how it could be possible with the "Effect" class. But my knowledge of this approach to things is virtually zero...

Not asking you to hold my hand and write my code for me, but if you could explain the stages of how you use the "bytecode" to get the information I need and render with shader this way (as opposed to the Effect class) that would be great. I keep searching for it on Google but cannot find it lol

#1ATC

Posted 10 October 2012 - 05:11 PM

Yes, SlimDX is almost a 1:1 wrapper... the style/names can be a bit different but the functionality is the same! :)

Ok... could you explain to me the essence of how I need to handle a shader... Let's say I do this:

[source lang="csharp"] /* Compile the effect to bytecode :: */var src = File.ReadAllText(path);var byteCode = ShaderBytecode.Compile( src, profile.GetProfileString() );[/source]

Now I have the "bytecode" of the shader... What do I do next? Am I NOT to use the "Effect" classes at all? I've been wanting to support shader fragments where I can dynamically pair up free-standing pixel and vertex (and other) shaders. And I don't see how it could be possible with the "Effect" class. But my knowledge of this approach to things is virtually zero...

Not asking you to hold my hand and write my code for me, but if you could explain the stages of how you use the "bytecode" to get the information I need and render with shader this way (as opposed to the Effect class) that would be great. I keep searching for it on Google but cannot find it lol

PARTNERS