Game Development Reference
In-Depth Information
Sets a floating-point variable in
the effect file identified by
hParameter to the value f
HRESULT ID3DXEffect::SetFloat(
D3DXHANDLE hParameter,
FLOAT f
);
Sets a matrix variable in the effect
file identified by hParameter to the
value pointed to by pMatrix
HRESULT ID3DXEffect::SetMatrix(
D3DXHANDLE hParameter,
CONST D3DXMATRIX* pMatrix
);
Sets a matrix variable in the effect
file identified by hParameter to the
value pointed to by pString
HRESULT ID3DXEffect::SetString(
D3DXHANDLE hParameter,
CONST LPCSTR pString
);
Sets a texture variable in the effect
file identified by hParameter to the
value pointed to by pTexture
HRESULT ID3DXEffect::SetTexture(
D3DXHANDLE hParameter,
LPDIRECT3DBASETEXTURE9 pTexture
);
Sets a vector variable in the effect
file identified by hParameter to the
value pointed to by pVector
HRESULT ID3DXEffect::SetVector(
D3DXHANDLE hParameter,
CONST D3DXVECTOR4* pVector
);
Sets a vertex shader variable in
the effect file identified by
hParameter to the value pointed
to by pVertexShader
HRESULT ID3DXEffect::SetVertexShader(
D3DXHANDLE hParameter,
LPDIRECT3DVERTEXSHADER9
pVertexShader
);
Sets a pixel shader variable in the
effect file identified by hParameter
to the value pointed to by
pPShader
HRESULT ID3DXEffect::SetPixelShader(
D3DXHANDLE hParameter,
LPDIRECT3DPIXELSHADER9 pPShader
);
We obtain handles to variables (also called effect parameters) using the
following method:
D3DXHANDLE ID3DXEffect::GetParameterByName(
D3DXHANDLE hParent, // scope of variable - parent structure
LPCSTR pName
// name of variable
);
Its signature is the same as the ID3DXConstantTable::GetCon-
stantByName method. Namely, the first parameter is a D3DXHANDLE
that identifies the parent structure in which the variable we want a han-
dle to lives. For global variables that have no parent structure, we
specify null. The second parameter is the name of the variable as it
appears in the effect file.
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