Jump to content
Sign in to follow this  
  • entries
  • comments
  • views


Sign in to follow this  


Yesterday evening I've finished my implementation of the ShaderConstantTable which stores the constants for a shader (either vertex- or pixelshader). I've also implemented the constant passing to the hardware via the appropriate D3DX interfaces. And it all comes along as expected.

Nevertheless, I had to do a little hack into my ConstantTable to test the passing. I've yet to think about a good way how to pass the parameter from the main application fown to the ConstantTable.

The ConstantTable is stored within my shader class. You can access the table through a get* function. Now, the shader can be loaded by the renderdesc class which in fact is my xml mirror of the D3DX effect file format. I don't really want to pass every parameter through the renderdesc to the constanttable to the renderkernel.

Perhaps I should just have a set of predefined vars (such as time, world, view, proj, worldview, worldviewproj, etc).
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!