float4x4 WorldViewProj : register(c0);
and it's stored in my c++ code as:
D3DXMATRIXA16 matWorldViewProj;
thanks
float4x4 WorldViewProj : register(c0);
and it's stored in my c++ code as:
D3DXMATRIXA16 matWorldViewProj;
thanks
result = app.getDevice()->SetVertexShaderConstantF(0, &matWorldViewProj._11, 4);
thanks for your reply
i've initially used the table but now i've switched to IDirect3DDevice9::SetVertexShaderConstantF
result = app.getDevice()->SetVertexShaderConstantF(0, &matWorldViewProj._11, 4);
but now I dont get the geometry on my screen anymore. it worked with the constant table
It should be 16 in the last parameters of SetVertexShaderConstantF, not 4. A matrix is made of 16 floats. So your're just passing the only 4 elements, not the whole matrix.
It should be 16 in the last parameters of SetVertexShaderConstantF, not 4. A matrix is made of 16 floats. So your're just passing the only 4 elements, not the whole matrix.
https://msdn.microsoft.com/en-us/library/windows/desktop/bb174467%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
No, 4 is correct:
Number of four float vectors in the array of constants.
but now I dont get the geometry on my screen anymore. it worked with the constant table