DirectX 11 Constant Buffers vs Effect Framework

Posted by Alex on Game Development See other posts from Game Development or by Alex
Published on 2012-10-26T12:08:16Z Indexed on 2012/10/26 23:19 UTC
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I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants.

From what I understand they both do exactly the same thing, although from reading the documentation it appears as if using effects is meant to be 'easier'. However they seem the same to me, one uses VSSetConstantBuffers and the other GetConstantBufferByName.

Is there something I'm missing here?

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