bool CMyD3DApplication::ValidateVertexBindingType(VertexBindingType type)
{
bool ret = false;
switch ( type )
{
case VBT_WORLDVIEWPROJ:
ret = true;
break;
}
return ret;
}
void * CMyD3DApplication::GetVertexBindingType(VertexBindingType type,
// keyword we need the results for
void *context1,
// up to 2 contexts for this shader
void *context2)
//
{
void * ret = 0;
switch ( type )
{
case VBT_WORLDVIEWPROJ:
if ( 1 )
{
static D3DXMATRIX mat;
D3DXMatrixMultiply( &mat, &m_matView, &m_matProj );
D3DXMatrixTranspose( &mat, &mat );
ret = &mat;
}
break;
return ret;
}
Example 4: Virtual methods that perform the run-time binding.
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