Topic: Why Vector4 Texcoord
| Why Vector4 Texcoord|
| Poster ||: Nemo Krad|
| Posts||: 61|
| Country ||: England|
| City||: Leicester|
|Posted by Nemo Krad on 14/05/2008 at 05:05:42|
Why do you define the Texcoord as a Vector4? Surly this should be a Vector2 as the Texcoord is made up from and X/Y or is this for XBOX implementation, I know the TexCoords are a little different there..
| Poster ||: riemer|
| Posts||: 1392|
| Country ||: Belgium|
| City||: Antwerp|
|Posted by riemer on 14/05/2008 at 16:30:11|
|Nah, just being lazy.|
In the vertex format, I should have used a Vector2, as now I'm sending 8 useless bytes for each vertex.
On the HLSL side where I'm passing the float4 from the vertex to the pixel shader, it doesn't really matter whether I'm sending a float2 or a float4 as on the GPU all operations are being done for 4 floats in parallel.
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