bool CMyD3DApplication::ValidateVertexBindingType(VertexBindingType type) { bool ret = false; switch ( type ) { case VBT_WORLDVIEWPROJ: ret = true; break; } return ret; } void * CMyD3DApplication::GetVertexBindingType(VertexBindingType type, // keyword we need the results for void *context1, // up to 2 contexts for this shader void *context2) // { void * ret = 0; switch ( type ) { case VBT_WORLDVIEWPROJ: if ( 1 ) { static D3DXMATRIX mat; D3DXMatrixMultiply( &mat, &m_matView, &m_matProj ); D3DXMatrixTranspose( &mat, &mat ); ret = &mat; } break; return ret; }
Example 4: Virtual methods that perform the run-time binding.