This question is probably kind of stupid or simple but I'm having a bit of a hard time to decide how to have two rendering passes to draw my geometry. I'm creating a cel-shaded environment and I have a vertex/pixel shader for the colouring and a second pair of shaders for the rendering of black outlines. In my renderer class, I'm looping through the scene objects and draw them.
What I don't really get is the following: Some shaders I found declare a technique containing several passes in the HLSL file, is it possible to call such a technique from c++ code without using the effects framework (I read some posts discouraging people from using it). And how would I achieve the same effect without declaring a technique at all? Should I simply loop through all objects twice and switch the shader in between? Thank you very much in advance. Any advice is appreciated.