Effect.Technique Property |
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Retreives and sets the active technique.
Visual Basic Public Property Technique As EffectHandle C# public EffectHandle Technique { get; set; } C++ public:
property EffectHandle^ Technique {
EffectHandle^ get();
void set(EffectHandle^ value);
}JScript public function get Technique() : EffectHandle
public function set Technique(EffectHandle);
Microsoft.DirectX.Direct3D.EffectHandle
This property is read/write.
An EffectHandle object that is a unique identifier for the active technique.
Using an Effect
This example demonstrates how to use an effect technique that was loaded from a file.
Add effects code to your rendering method, such as OnRender(), in-between calls to Device.BeginScene and Device.EndScene.
- Create or obtain access to a high-level shader language (HLSL) file (.fx).
- Load the HLSL file using Effect.FromFile.
- Set Effect.Technique with the effect's technique.
- Use Effect.Begin to obtain the number of passes for the effect.
- Create a loop to iterate through all of the effect's passes. Rendering an effect occurs within a loop between calls to Effect.BeginPass and Effect.EndPass. The loop itself is nested between calls to Effect.Begin and Effect.End.
- Render each pass within the loop with calls to Effect.BeginPass, Device.DrawPrimitives, and Effect.EndPass.
In the following C# code example, device is assumed to be the rendering Device.
[C#]
public void OnRender () { . . . // Load the effect from file. Effect effect = Effect.FromFile(device, "shadercode.fx", null, ShaderFlags.None, null); // Set the technique. effect.Technique = "ShaderTechnique"; // Note: Effect.Begin returns the number of // passes required to render the effect. int passes = effect.Begin(0); // Loop through all of the effect's passes. for (int i = 0; i < passes; i++) { // Set a shader constant effect.SetValue("WorldMatrix", worldMatrix); // Set state for the current effect pass. effect.BeginPass(i); // Render some primitives. device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1); // End the effect pass effect.EndPass(); } // Must call Effect.End to signal the end of the technique. effect.End(); . . . }
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