mVertexShader = CreateVertexShader("simple.cg",VBF_FORMAT0,(unsigned int)
m_pd3dDevice ); // create a shader using this vertex format and this 3d // device.
mVertexShader->ActivateBindings(this,0,0); // apply all dynamically bound // data items.
mVertexShader->Activate(); // activate this shader program on the // hardware
ReleaseVertexShader(mVertexShader); // release shader when we are done // with it.
Example 3: Calls necessary for a application to support a Cg program that requires a world-view-projection matrix.
Back to Article