![]() Steps 7 10 might occur in your rendering loop, possibly iterating over steps 8 10 if you have multiple passes on the same data. Typically, you'll take steps 1 6 at initialization time, though if your program goes into different segments (e.g., loading different levels in a game), steps 3 6 might occur at this time. Select the vertex and pixel shaders into the device. The basics of getting ready to use shaders (or the FFP rendering) is as follows:Ĭheck to make sure all features you need are supported in that device.Ĭreate your vertex data structure(s) (vertex element).Ĭreate the vertex shader interface declaration(s).Ĭreate your vertex buffer(s) and fill it with data.Ĭreate and assemble your vertex and pixel shaders.Īssociate a vertex stream with the vertex buffers. DirectX 8 introduced the concept of a vertex element stream, so now all data is fed to the rendering engine via one or more vertex element streams. (A device you initialized to interface to the underlying hardware.) You should also understand the discussion in Chapter 2 on exactly what we mean by a vertex. This section assumes that you have had some experience with using DirectX, at least with getting a Direct3D device loaded. Dealing with network executives is like being nibbled to death by ducks. ![]()
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