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#ActualSolid_Spy

Posted 27 January 2013 - 06:15 PM

I've been wondering about whether or not I should use the Effects11.lib file for loading shaders using Directx11.0, or if I should just load the vertex and pixel shaders seperately using the built in d3dx11.h files without using techniques or passes. Which one is better? I know that Effects11.lib is deprecated, but do people still use it anyways? I figure that it would work just fine, but would a professional development team use it or not?


#2Solid_Spy

Posted 27 January 2013 - 06:14 PM

I've been wondering about whether or not I should use the Effects11.lib file for loading shaders using Directx11.0, or if I should just load the vertex and pixel shaders seperately using the built in d3dx11.h files without using teqniques or passes. Which one is better? I know that Effects11.lib is deprecated, but do people still use it anyways? I figure that it would work just fine, but would a professional development team use it or not?


#1Solid_Spy

Posted 27 January 2013 - 06:14 PM

I've been wondering about whether or not I should use the Effects11.lib file for loading shaders using Directx11.0, or if I should just load the vertex and pixel shaders seperately using the built in d3dx11.h files. Which one is better? I know that Effects11.lib is deprecated, but do people still use it anyways? I figure that it would work just fine, but would a professional development team use it or not?


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