Hi,
what is the difference between tbuffer and Buffer<> object in HLSL?
And how are they created and bound in the api? If i get it correctly Buffer<> is created as a d3d10 buffer with BindFlag set to D3D10_BIND_SHADER_RESOURCE and later it is bound to shader as a shader resource view, but how do i create and bind a tbuffer?
In the DXSDK it is written that :
Unlike other Direct3D 10 buffer and texture resources which must be bound to the pipeline using a view, a shader-resource buffer (a constant or texture buffer) is bound directly without the need of a view.
but here http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=873245&SiteID=1 it is written that i should bind it as a resource view(just like a Buffer<>)