About shaders in DirectX11

The question was asked: 6 years 11 months ago   views: 16

Voros from region of curiosity. In the 9th shaders were still sort of "nice touch". In the SDK-example, in the function render you commented out shadeing and when you run a program on my time passed out vidyuhi. Naturally asked the question:

In DirectX11 Shader install mandatory or not?

Asked: angry angry 21-06-2012 в 21:53:18
XS, but judging by the reaction of your card, then Yes, probably. figure it out the program first, ask questions later. - PaulD PaulD 22-06-2012 в 00:01:23
@pol500 "Reaction" cards?! - Costantino Rupert Costantino Rupert 22-06-2012 в 00:54:31
Well, in General, as would be understood in General terms. There actually is nothing to understand - the output of one of the unfortunate two-dimensional polygon. Since the beginning of the loading and initialization of attributes of shaders,create buffers and other blah-blah-blah, and actually rendering all in a heap the moment. Or want something not reducible. The vertex buffer is not prohibited are not displayed. Although understanding could have an effect panaite of DirectX9. Well the cat has answered the question. - Димка Димка 22-06-2012 в 06:07:35

Answers   1


Starting with Direct3D 10, fixed pipeline anymore not supported, everything is done via the Shader. This statement, of course, is true for the 11 version of the Direct3D.

  • Direct3D 10 no longer supports the fixed-function transform and lighting pipeline.
  • Direct3D 10 no longer supports the fixed-function texture blender (sometimes called a fixed-function pixel shader).
Answered: Costantino Rupert Costantino Rupert 22-06-2012 в 01:00:11