@bettina4you wrote:
i have made a character animation und morph system with extended use of realtime bone driven blendshapes.
In my test solution i work with slimDX so structured buffers are no problem
No i studied the monogame Code have stuck.
In the monogame Framework i could not find an object that could give me a reference to the underlying sharpdx effect object. My intention was just like working in sharpdx communicate directly with the effect object to set the structured buffer as shader resource view
in the source code of 2MGFX i find, that the compiled shader, that is loaded in afterwards in the content pipeline is altogether different from the .fxo file that i would get when using fxc hlsl compilation tool. A monogame header is produced and the shader text source is analysed.
Then the output shader is populated with Vertexshader, Pixelshader und parameters of constantbuffers and so oni tried to extend the code similar to the texture2d object which also is a shader resource view but i could not exactly understand the code, because the monogame framework must also be extended in the propriate way
Who can give me a hint how the monogame framework / 2mgfx is best changed.
Of course this would be only valid für directx branches.
greeting from betty in germany
Posts: 1
Participants: 1