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#ActualAgbahlok

Posted 13 October 2012 - 09:18 AM

Hello.
As mentioned in one of my topics I was lately reading "Beginning DirectX 11 Game Programming" book, which introduced me to XNAMAth library and *.fx files, which are used to store shaders code.

As I always like to learn from many sources (I'm also studying MSDN and DirectX SDK samples) I was looking for some more sources of knowledge and I found http://www.rastertek.com. Author of D3D11 tutorials on this website uses D3DX10Math library and *.psh, *.vsh files for shaders.
I read in the book that D3DXVECTOR3 is old way of doing the same thing by XMFLOAT3, but now I'm a bit lost. What's better to do ? Should I store Vertex Shaders in *.vsh files and Pixel Shaders in *.psh files or maybe it just doesn't matter if I store them in one *.fx file ? Should I use XNAMath library or stick to D3DX10Math ?

I'll be much grateful for any help.

#1Agbahlok

Posted 13 October 2012 - 08:55 AM

Hello.
As mentioned in one of my topics I was lately reading "Beginning DirectX 11 Game Programming" book, which introduced me to XNAMAth library and *.fx files, which are used to store shaders code.

As I always like to learn from many sources (I'm also studying MSDN and DirectX SDK samples) I was looking for some more sources of knowledge and I found http://www.rastertek.com. Author of D3D11 tutorials on this website uses D3DX10Math library and *.psh, *.vsh files for shaders.
I read in the book that D3DVector is old way of doing the same thing by XMFLOAT3, but now I'm a bit lost. What's better to do ? Should I store Vertex Shaders in *.vsh files and Pixel Shaders in *.psh files or maybe it just doesn't matter if I store them in one *.fx file ? Should I use XNAMath library or stick to D3DX10Math ?

I'll be much grateful for any help.

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