Hey guyz, thanks for the quick response. Ok, JunkMailer, as a reply to you post. When I say I mean nothing, the model isnt visible. If I comment out that field ex. ) color = output.Color; // * CurrentColor; ... it renders White and is visible. The second I say multiply by CurrentColor, it doesnt render or its rendering but the color its coming up with is an empty value. As far as the constant registers, your probably right. Also, Ive actually modified the code from the sample to work within my game and have set the technique for Shader for Windows or VFetch on XBOX and only those. Hope that helps buddy and thanks again!
To Shawn: Like I mentioned, Im still understanding certain things about Shader Programming and dont know too much about shader constants. Just tried a little search to see if I could find out more about them, not too much luck but found a little info on nVidia's site. So, just for understanding, Shader Model 2.0 has 256 max constant registers. Is a constant register a variable or does it account for variables and the lines of code that make up a function? You said Shawn that a Matrix actually accounts for 4 float4 constant registers, which by the array size would equal 240 constant registers, correct? Ok, so in order to make room for the color array and any additional features (per-pixel lighting, normal mapping, etc.), I need to reduce the MAX_SHADER_MATRICES? Would making the Max number 40 instead of 60 work (40 * 4(float4) + 40 * (float4) = 200 constant registers? One more quick question, what are Instruction Slots and Max Number Of Instructions Executed? I have an idea but I just wanna clarify to be sure. Thanks a lot for responding, and really looking forward to hearing back from you... In the meantime, I will go back and study up more on Shader Model limitations and Shader programming... take care guyz!!!
UPDATE: Hey Shawn, how would you do it (Shader, VFetch)? Also, you mentioned with Hardware, the way would be to create an extra data channel on the secondary vertex buffer... how would you do that, Im a little unsure? One last question... lets say I have a vertex and pixel shader that can compile in 2.0, if I compile it in 3.0, will I see any performance differences or are there any that take place. Hey thanks again and hope all is well!