I've been rewriting my engine so that it doesn't use D3DX and I've gotten almost everything done ... except I can't get SetVertexShaderConstantB/I to work. SetVertexShaderConstantF works just fine (and I'm considering just using that, but I'm bullheaded).
So, in my vertex shader I'll have something like:
bool bIsSelected : register(c4);
And in my rendering path, after I have called SetVertexShader, I will do something like:
uint u = 1; hr = gp_DXInterface->SetVertexShaderConstantB(4, (const BOOL*)&u, 1);
Yet, bIsSelected will always be false. I don't see any errors or warnings. Has anyone else got these functions to work?
EDIT: For what it's worth, calling SetVertexShaderConstantF works to set bIsSelected.
Edited by neeker, 05 September 2013 - 01:41 PM.