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Shockwave

DirectX 9 Effect framework and XNA math problem

3 posts in this topic

I've decided to change math library in my engine (GAPI - DirectX9) from D3DX to XNA from the new DX SDK. The problem is that I can't find a way to pass my matrices to shader through Effect framework SetMatrix function. I tried (float*), (D3DMATRIX *) and many other things but no success.

Here's a structure of XMMATRIX according to SDK help:
[code]typedef struct _XMMATRIX {
union {
XMVECTOR r[4];
struct {
FLOAT _11;
FLOAT _12;
FLOAT _13;
FLOAT _14;
FLOAT _21;
FLOAT _22;
FLOAT _23;
FLOAT _24;
FLOAT _31;
FLOAT _32;
FLOAT _33;
FLOAT _34;
FLOAT _41;
FLOAT _42;
FLOAT _43;
FLOAT _44;
};
FLOAT m[4][4];
};
} XMMATRIX;[/code]Please if anyone know how to solve this issue (pass XMMATRIX to fx shader through SetMatrix function) I'd gladly listen to the solution :)

edit:
In drawScene function I have:
[code]HR(mFX->SetMatrix(mhP, &mProj));[/code]
where mFX -> [code]ID3DXEffect* mFX; [/code]
mhP->[code]D3DXHANDLE mhP;[/code]
mProj ->
[code]XMMATRIX mProj;[/code]
If I use D3DX matrix - everything is fine. But if I use XMMATRIX - I receive the following compiler error: error C2664: 'ID3DXEffect::SetMatrix' : cannot convert parameter 2 from 'XMMATRIX *' to 'const D3DXMATRIX *' on this line.
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[quote]but no success[/quote]
Relalize that your post is essentially: "I have some code. It doesn't work. What's wrong?"

Post a minimal block of code that illustrates your issue, including your error checking, and describe why you say there's "no success."
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You should be able to use SetValue to pass in the bytes directly.

Something like: mFX->SetValue(mhP, &mProj, sizeof(mProj));
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Thank you for a suggestion [b]andur[/b] but your method doesn't work either. It gives Unhandled exception Access violation reading on this line of code:
[code]mFX->SetValue(mhP, &mProj, sizeof(mProj)); [/code]
My friend told me that this is due to the fact that data is aligned in XMMATRIX.
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[quote name='andur' timestamp='1297831296' post='4774812']
You should be able to use SetValue to pass in the bytes directly.

Something like: mFX->SetValue(mhP, &mProj, sizeof(mProj));
[/quote]
Thank you very much [b]andur[/b]!

A friend of mine told me another way to do this:
[code]mFX->SetMatrix(mhP, (const D3DXMATRIX *)&mProj._11); [/code]
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