Jump to content
  • Advertisement
Sign in to follow this  

refactoring my HLSL implementation code. need opinions

This topic is 4790 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

My code is clunky and I feel the shader part of my game is critical for performance so i'm gonna bite the bullet and try to get it right the second time around :P - First off, I don't want to use the traditional DirectX materials. I'm going 100% shaders for everything graphics. - My .X files will say what material uses what shader but I want to use a struct that could override the parameters of my .X shader values (like DIFFUSE color etc) - I want to keep the "SetValue()'s " to an absolute minimum. I want to set it once in a constructor and only use the SetValue if my values changed. I was thinking of implementing an event for this but i'm not sure this is a good idea in the middle of a render loop. The DX API is big. Maybe I missed a Class that could help me? Any input appreciated. V.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!