HLSL Semantics
I've been working on HLSL lately, and i've come across semantics such as VIEW, LIGHT0, etc..., and i'm wondering how these map to the application?
does LIGHT0 map to the light set with device->SetLight()?, and likewise, does VIEW/VIEWMATRIX map directly to a matrix set by
device->SetTransform(D3DTS_VIEW,&mat);?
I believe semantics like VIEW and LIGHT0 are used in shader authoring tools like FX Composer and RenderMonkey. In Direct3D SetLight and SetTransform are only for the fixed function pipeline and cannot be used with shaders.
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