I'm setting up my engine to use Cg shaders and using the CgFX format.. would it make sense to bind different vertex buffers for each of the cg passes of a technique?
The reason I'm asking is that there is the cgD3D11GetIASignatureByPass functions wich gets a ID3DBlob with the signature from a pass.. But as I have a mesh stored in a vertex buffer for each renderable I guess I should have the same signature for each of the passes?
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