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3 posts in this topic

I crated this


ID3D10EffectVectorVariable*         g_pVe = NULL;


So I am trying to give a float4 variable called "Ve" in the .fx file a value.

This is the first time i have used a float4 variable. when i use float3 variables I use D3DXVECTOR3 struct like this:




There is no D3DXVECTOR4 struct so i did this:


vector<float> FloatVct(4);








Is this correct?


I am asking because I have a bug and I think this could be causing it. The bug is related with the 4th value of the float4 variable.

Edited by lomateron

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That is how to set a 4-component floating-point vector, yes.

But there is no reason to use a vector<> here; you are wasting a lot of time allocating data that could just as easily be a hard-coded 4-component array on the stack.



L. Spiro


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D3DXVECTOR4 exists, here is D3DXVECTOR4 definition:
typedef struct D3DXVECTOR4
#ifdef __cplusplus
    D3DXVECTOR4() {};

    // casting
    operator FLOAT* ();
    operator CONST FLOAT* () const;

    // assignment operators
    D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& );
    D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& );
    D3DXVECTOR4& operator *= ( FLOAT );
    D3DXVECTOR4& operator /= ( FLOAT );

    // unary operators
    D3DXVECTOR4 operator + () const;
    D3DXVECTOR4 operator - () const;

    // binary operators
    D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const;
    D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const;
    D3DXVECTOR4 operator * ( FLOAT ) const;
    D3DXVECTOR4 operator / ( FLOAT ) const;

    friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& );

    BOOL operator == ( CONST D3DXVECTOR4& ) const;
    BOOL operator != ( CONST D3DXVECTOR4& ) const;

#endif //__cplusplus
    FLOAT x, y, z, w;

Using vector for doing that is not wise, you can use D3DXVECTOR4 or make your own FLOAT4 class.


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