Can't figure it out, probably something stupid...
unsigned int *numpasses = new unsigned int; // CLEAN UP!!! numpasses = 1; // CLEAN UP!!! mSkyBoxEffect->Begin(&numpasses, D3DXFX_DONOTSAVESTATE);
But in this situation (function within class) I always have only 0 pass for the shader.
Is there a way to pass '1' to the D3DXEFFECT->Begin function without creating the array?
Feels like a waste to create the array of unsigned ints..