Updating pixel shaders
I've used two methods presented in the MSDN tutorial (p Device Context-Map()), both yielded the same results which leads me to wonder if maybe I missed an important flag earlier in the engine while initializing the D3D device or compiling the shaders.Also is anyone aware of any important trade offs between the two techniques? struct UIShader Buffer ; // Initialize the shader buffer and interface bool UIRectangle:: Start Up Shader Buffer() // Update the buffer. void UIRectangle:: Update Shader Buffer(XMMATRIX &_r Scale, XMMATRIX &_r Rotation, XMMATRIX &_r Translation) // Render bool UIRectangle:: Render() template D3D11: INFO: ID3D11Device Context:: Draw: Constant Buffer expected at slot 0 of the Pixel Shader unit (with size at least 208 bytes) but none is bound.The way you are creating you D3D11_BUFFER looks a little convoluted to me too, this is the way I set up most of my constant buffers: It might not be the best way to do it, but it works for me.The XNAMATH data types such as XMMATRIX are 16 bytes aligned and use SSE/SSE2 instructions (SIMD) and therefore faster than the older D3DXMATRIX.Playing with the slot parameter of the Set Constant Buffers() call doesn't change anything, and I have no idea where else I need to bind the buffer. Are there any advantages to using XMMatrices over D3DMatrices?
This way you set the values on your struct instance, and then use Update Subresource to update the D3D11_BUFFER with the new values, once that's done, you need to send the updated buffer to the GPU with PSSet Constant Buffers (in order to set it onto the pixel shader slot).
Now, developers can use Vertex Shaders to breathe life and personality into characters and environments, such as fog that dips into a valley and curls over a hill; or true-to-life facial animation such as dimples or wrinkles that appear when a character smiles.
Examples of vertex shading effects include: matrix palette skinning, which allows programmers to create realistic character animation with up to 32 "bones" per joint, allowing them to move and flex convincingly; deformation of surfaces, which gives developers the power to create realistic surfaces such as waves and water that ripples; and vertex morphing, which is used to morph triangle meshes from one shape to another, providing smooth skeletal animation.
Vertices may also be defined by colors, coordinates.
Vertices may also be defined by colors, textures, and lighting characteristics.