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.

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