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D3DVBF_TWEENING and using shaders

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I am currently using device.SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_TWEENING) and two separate vertex streams to leverage hardware accelerated tweening. When a vertex shader enters the pipeline though, if I am not wrong, I have to perform all the transformations in the vertex shader itself. So can't I use at all D3DRS_VERTEXBLEND along with shaders? Do I need to perform the tweening within the shader and, if so, are there any substantial performance differences between using shaders and using the VERTEXBLEND renderstate? Thanks, a.

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Original post by resle
So can't I use at all D3DRS_VERTEXBLEND along with shaders? Do I need to perform the tweening within the shader and, if so, are there any substantial performance differences between using shaders and using the VERTEXBLEND renderstate?
Correct, it's a fixed function render state, so you can't use it with vertex shaders. There shouldn't be any performance differences (If any, shaders should be faster), fixed function has been emulated with shaders in hardware for a while now.

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