DirectX 11 Constant Buffers vs Effect Framework
- by Alex
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?