Content Pipeline and FX files
I noticed that on the post which Michael Klucher made on the content pipeline back in August that the FX files had importers for the Content pipeline included. I was wondering if anyone knew how it works? ie does it
a: simply compile the shader and create the binary shader file, which is loaded in at runtime
b: Create an effect wrapper around it. By this i mean a little like a strongly typed dataset - rather than having to constantly lookup what parameters are required by a particular shader (ie worldviewproj), does it created a descendant of Effect and have properties that are set at designtime, so we know that we should never get errors from passing in values with incorrect names.
I would guess that a is what will be in there, but b would be really nice............
Neil
[813 byte] By [
thedo] at [2007-12-24]
We're not doing any wrapper code generation at least in this first
release. It would certainly be cool, and is something we considered,
but just didn't fit into the schedule.
The biggest thing you get from the content pipeline effect support is
the ability to compile effects for Xbox. The effect compiler does not
run on the Xbox itself, so you can't just compile them inside your game
at runtime, which makes proper integrated designtime support a lot more
important than on Windows.
Is ti worth placing on the Connect Feedback system then, or given it has already been thought of and considered for future releases should we assume that the suggestion is noted ?
This is more of a Connect etiquette question i suppose - I dont want to clog up the system with things you already know about/considered, when there are other peoples bugs/suggestions which may be new to the team.
N
It doesn't matter if you enter duplicates or things we've already
thought of - it's pretty quick for us to go through and mark them
appropriately. But also, if you know for sure we're already aware of an
issue, there's not a lot of point wasting your time entering it! So I
wouldn't worry too much about this either way.