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SGreth

Member Since 20 Jun 2000
Offline Last Active Jan 07 2012 01:18 PM

Posts I've Made

In Topic: Can an HLSL pixel shader check if a texture stage is bound?

08 February 2006 - 02:03 AM

Yeah, the option of having dead code, or an branch for every vertex...the choice was obvious :)

In Topic: Can an HLSL pixel shader check if a texture stage is bound?

08 February 2006 - 01:53 AM

Yeah, this morning I was considering either doing that, or setting a global shader boolean parameter indicating if the sampler should be used. I'll just bind the two technique types as that would be less of a performance hit.

Thanks guys,
~S'Greth

In Topic: Can an effect technique be called multiple times per begin/end scene?

07 February 2006 - 10:19 AM

Bingo! That was it, thanks a bunch. I'm going through converting all my old fixed-function stuff to use the effect framework. It's been going way too smooth until that little kink. If that's the only bump in the road this isn't too bad :)

Thanks again,
~S'Greth

In Topic: Most efficient way to update/render particles?

19 July 2005 - 12:10 AM

Thanks a bunch guys, I'll probably employ the periodic updates scheme, but I honestly odon't plan on having housands of particle counts. Remember, this is just a simple breakout clone :) I just don't wanna implement the particle system half-assedly so I have to re-code it again later.

Thanks again!

In Topic: Most efficient way to update/render particles?

18 July 2005 - 06:31 AM

That makes complete sense. I wasn't really considering doing batches that large, but my concerns were mostly if there was a more efficient way of doing translation other than locking down the vertex buffer and trolling through it. It just seems like there must be a better way. It'll work for now though as my particle counts won't be terribly high at all.

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