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i see, thanks for the enlightment shawn!
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I wonder how did you guys link BasicEffect? are you producing the shader file temporarily and link it from content processor?
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Hi guys,
I am writing a custom material processor derived from MaterialProcessor. In this custom processor, I would like to use the effect file that's embedded in the content pipeline dll. Is it possible to do this? since MaterialProcessor.Effect expects ExternalReference<EffectContent>...
One way that I can think of is to write ...
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[quote user="jwatte"]Two different effect input files with the same shader code will generate two different pieces of shader code in the hardware, and switch between them. The only way to avoid shader switching is to use Clone() on a loaded Effect, and/or use a single Effect and re-configure the parameters. Evenso, changing the ...
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[quote user="MJP"]Well...it's a very tricky situation. If you pack too much into a single Effect it gets unwieldy pretty quickly...plus if you're using the framework to auto-generate variants of your shaders based on parameters sent to the shader functions, you'll still have the problem of shader-switching overhead to ...
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Hi guys,
I have some question about effect framework.
Let say I have two separate fx files. The first and the second fx actually have the same vertex shader code. When I load these two effect files, will the framework be smart enough to know that they have the same vertex shader code and internally share the function?
If not, does ...
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I think the best way is just to live by the rule set by Microsoft (and try to find workaround if any).
Anyway, we should be thankful that we have some support for avatar. Good job XNA team!
-tep
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[quote user="CaseyThurston"]I just noticed this link posted on the main site and was a little concerned.
The one that concerns me most is listed second to last under the heading "Replace Avatar features" [sic]:
The features of an avatar cannot be
hidden or in obscured and cannot be replaced with alternative ...
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