To get away from shaders switch could i just use one for all without consequence?
I tried this and it worked:
MAX_BONES = 35; ... vector<D3DXMATRIX> vMat; // vMat size varies from 20 - 30 depending on a model ... effect->SetValue(hMatrices, &vMat[0], MAX_BONES * sizeof(D3DXMATRIX));
... float4x4 mats[MAX_BONES]; ...
Edited by belfegor, 05 January 2013 - 06:35 AM.






