Original Post
I am new to directX and HLSL. I have some experience with openGL,GLSL, and CG shaders.
I do not understand the difference between some of the semantics used in HLSL.
What is the difference between POSITION and SV_POSITION Semantics? It is explained in http://msdn.microsoft.com/en-us/library/bb509647(VS.85).aspx. But I do not understand it well. Is there a precision or speed difference?
DirectX SDK has a sample called DetailTessellation11. It uses semantics WORLDPOS, LIGHTVECTORTS in its shader. Where is it defined? What do they do?
Sujal
I do not understand the difference between some of the semantics used in HLSL.
What is the difference between POSITION and SV_POSITION Semantics? It is explained in http://msdn.microsoft.com/en-us/library/bb509647(VS.85).aspx. But I do not understand it well. Is there a precision or speed difference?
DirectX SDK has a sample called DetailTessellation11. It uses semantics WORLDPOS, LIGHTVECTORTS in its shader. Where is it defined? What do they do?
Sujal