On 27 July 2010 17:04, Matteo Bruni wrote:
> Will do. Not sure on the effect stuff: on
> http://msdn.microsoft.com/en-us/library/dd607324%28v=VS.85%29.aspx the
> D3DCompile input is described as "a pointer to uncompiled shader data;
> either ASCII HLSL code or a compiled effect", but some tests ar
2010/7/27 Henri Verbeet :
> On 27 July 2010 16:37, Matteo Bruni wrote:
>> Yes, this is the best time I believe. Some time ago there was
>> agreement to implement the shader compiler in d3dcompiler, with the
>> d3dx9/d3d10/d3dx10 compiler function calls forwarding to d3dcompiler.
>> My plan for the
On 27 July 2010 16:37, Matteo Bruni wrote:
> Yes, this is the best time I believe. Some time ago there was
> agreement to implement the shader compiler in d3dcompiler, with the
> d3dx9/d3d10/d3dx10 compiler function calls forwarding to d3dcompiler.
> My plan for the immediate future is to stub out
2010/7/27 Henri Verbeet :
> On 26 July 2010 21:21, Matteo Bruni wrote:
>> // ID3D10Blob has been made version-neutral and moved to d3dcommon.h.
>>
> Actually, since this comes up now, perhaps this is a good time to
> think about implementing d3dcompiler and d3dx10? I think we'll have to
> anyway a
On 26 July 2010 21:21, Matteo Bruni wrote:
> // ID3D10Blob has been made version-neutral and moved to d3dcommon.h.
>
Actually, since this comes up now, perhaps this is a good time to
think about implementing d3dcompiler and d3dx10? I think we'll have to
anyway at some point, and perhaps it's bette
Hello Rico,
from d3d10misc.h of latest DirectX SDK:
// ID3D10Blob has been made version-neutral and moved to d3dcommon.h.
d3dcommon.h seems to be an idl-generated header. From what I can see
up to now, only your first patch is "wrong", the rest just needs to be
fixed to include d3dcommon.h where