Thanks for info!
Additionally some further gamedev redirections:
how to find the constant buffer slots via shader reflection
http://www.gamedev.net/topic/607104-d3d11shaderreflection-and-constant-buffer-slot/
some thoughts about UpdateSubResource vs Map/Unmap
http://www.gamedev.net/topic/616350-dx11-fastest-way-to-update-a-constant-buffer-per-draw-call/
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