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GAM670/DPS905 Weekly Schedule 20121

972 bytes added, 08:43, 17 February 2012
Week 6 - Feb 13
== Week 6 - Feb 13 ==
=== This Week ===
* ==== Vertex Shader Programming====** Host
:: APIPlatformSettings.h - Vertex Shader Identification - select between fixed function and programmable pipelines here
<syntaxhighlight lang="cpp">
delete [] power;
</syntaxhighlight>
** Device
:: vertexShader.hlsl - Constant Memory
<syntaxhighlight lang="cpp">
}
</syntaxhighlight>
* ==== Fragment Shader====
:* Host
:: APIPlatformSettings.h
compiledCodeFS->Release();
</syntaxhighlight>
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb172732%28v=vs.85%29.aspx D3DXCompileShaderFromFile()]
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb172870%28v=vs.85%29.aspx D3DXGetPixelShaderProfile()]
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb174450%28v=vs.85%29.aspx IDirect3DDevice9::CreatePixelShader()]
<syntaxhighlight lang="cpp">
d3dd->SetPixelShader(fragmentShader);
</syntaxhighlight>
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb174450%28v=vs.85%29.aspx IDirect3DDevice9::SetPixelShader()]
:: APIDisplay.cpp - beginDrawFrame()
<syntaxhighlight lang="cpp">
uniformFS->SetInt(d3dd, "noLights", 4);
</syntaxhighlight>
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb205775%28v=vs.85%29.aspx ID3DXConstantTable::SetFloatArray()]
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb205776%28v=vs.85%29.aspx ID3DXConstantTable::SetInt()]
:: APIDisplay.cpp - set()
<syntaxhighlight lang="cpp">
uniformFS->SetBool(d3dd, "lighting", b);
</syntaxhighlight>
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb205771%28v=vs.85%29.aspx ID3DXConstantTable::SetBool()]
:: APIDisplay.cpp - setReflectivity()
<syntaxhighlight lang="cpp">
uniformFS->SetFloat(d3dd, "material.power", (FLOAT)power[i]);
</syntaxhighlight>
:: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb205774%28v=vs.85%29.aspx ID3DXConstantTable::SetFloat()]
:: APILight.cpp - setup()
<syntaxhighlight lang="cpp">
uniformFS->SetBool(d3dd, str, false);
</syntaxhighlight>
** Device
:: fragmentShader.hlsl - Constant Memory
<syntaxhighlight lang="cpp">

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