Is there any translation of GLSL ftransform () to HLSL?

When using GLSL vertex shaders, the way to make the shader act like a fixed function pipeline is to call:

ftransform ();

function. Is there a similar feature for HLSL vertex shaders?

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I found this tutorial on the ATI website and it's on MSDN explaining how to write HLSL shaders in Direct3D 9. Hope it helps.



EDIT: According to this book, as with HLSL, the fixed fixed function pipeline does not give you direct access to the underlying hardware.

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