11 years, 6 months ago
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11 years, 6 months ago
11 years, 6 months ago
As the titleD3DXCompileShader is too slow.IDirect3DDevice9::CreatePixelShader from .cso file works. But I still need to use IDirect3DPixelShader9::GetFunction?D3DXGetShaderConst…
11 years, 6 months ago
Hi all,I am currently writing a Gaussian Blur pixshader.The shader code is as following: sampler2D Texture0; float2 TexSize; float ScanPass; static const int MAX_RADIUS = 200; s…
11 years, 6 months ago
Hi all, I am currently writing a Gaussian Blur pixshader. The shader code is as following: sampler2D Texture0; float2 TexSize; float ScanPass; static const int MAX_RADIUS…
11 years, 6 months ago
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See all in DiscussionsAn alternative to dumping D3DX is to dynamically link to it instead. For the most part the API remains the …
11 years, 6 months ago
float4 Template[MAX_FLOAT4];static float TemplateUnpacked[MAX_RADIUS] = (float[MAX_RADIUS]) Template;Now you can index directly into TemplateUnpacked instead of having to do shenanigans to …
11 years, 6 months ago
That is essentially what D3DXFont does under the hood.As an alternative, you can pre-generate a "font texture" that contains all …
11 years, 6 months ago