Original Post
Hi folks, amateur question here regarding managed directX usage: I've got an EXTREMELY basic application wherein I am always drawing to the same screen coordinates...specifically, I have two triangles arranged into a square on which I am mapping a texture. Therefore, I am using transformed vertices and just hard-coding the coordinates to make life easy so that I don't have to set-up a camera, World/View transformation matrices, etc. After drawing these transformed and texture mapped vertices, I would then like to draw another two transformed triangles, arranged the same way (into a square), overlapping a portion of the original two texture mapped triangles I drew initially. The pixels that make up this new triangle pair need to be colored/alpha-blended according to the content of a second texture. I plan on using the pixel shader to do this since it's time consuming to use the CPU. My question is: it IS possible to use a pixel shader with transformed vertices, right? All the tutorials I'm reading only use vertex buffers that are fed to the vertex shader and transformed in there according to a vertex shader program, followed by a pixel shader program. I haven't actually seen anyone using just pixel shaders with the "Transformed" vertex format (probably because there is hardly any situation when you would do this...except mine).