Hello there! When using GLSL vertex shaders, a way to let the shader work as a fixed-function pipeline is to call the:
ftransform();
function. Is there a similar function for HLSL's vertex shaders?
Thank you
Hello there! When using GLSL vertex shaders, a way to let the shader work as a fixed-function pipeline is to call the:
ftransform();
function. Is there a similar function for HLSL's vertex shaders?
Thank you
I've found this tutorial from ATI's website and this is a link to MSDN explaining how to write HLSL Shaders in Direct3D 9. Hope it helps.
EDIT: according to this book, fixed function pipeline is discouraged by Microsoft itself as in HLSL they give you direct access to the underlying hardware.