I have a vertex shader (2.0) doing some instancing - each vertex specifies an index into an array. If I have an array like this:
In HLSL, is there any way to limit the number of constant registers that the compiler uses? Specifically, if I have something like:
I have 2 HLSL ps2.0 shaders. Simplified, they are: Shader 1 Reads texture Outputs c开发者_JAVA技巧olour value based on this texture
I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d
If I have a texture file how would I be able to load up only a par开发者_StackOverflowt of it using a defined rect (top, left, bottom, right)?
My code is: FileStream fs = new FileStream(\"ImageProcessing.fx\", FileMode.Open,FileAccess.Read); CompiledEffect compiledEffect = Effect.CompileEffectFromFile(fs, null, null, CompilerOptions.None, T
Is there any kind of HLSL or HYDRA Pixel Shader languages vorking in toch with for JAVA? So I have an image. I want to use some Pixel Shader lan开发者_如何学编程guage to modify it as I do in Flash wit
I have a tex2D sampler I want to only return precisely those colours that are present on my texture. I am using Shader Model 3, so cannot use load.
I have code that needs to render regions of my object differently depending on their location. I am trying to use a colour map to define these regions.
As far as I know, certain mathematical functions like FFTs and perlin noise, etc. can be much 开发者_Python百科faster when done on the GPU as a pixel shader. My question is, if I wanted to exploit thi