Voros from the field of curiosity. In the 9th, shaders were still sort of a "nice addition." In the SDK example, in the rendering function, I commented out the shading and when I started the program, I was cut off for a while. The question naturally asked for:

Is DirectX11 shader installation required or not?

  • xs, but judging by the reaction of your card, then yes, I guess. Understand the program first, then ask questions. - PaulD
  • 3
    @ pol500 "Reaction" card ?! - Costantino Rupert
  • Well, in general, as it were, I figured out in general terms. There's actually nothing to understand what - the conclusion of one unfortunate two-dimensional polygon. From the beginning, the shaders are loading and initializing the attributes, creating the buffer and its other blah blah blah, and in the rendering, we are putting everything together in a heap. We do not want something, we do not reduce. The vertex buffer is not prohibited not to display. Although understand it could affect understand from DirectX9. Well, in general, the cat answered the question. - Dimka

1 answer 1

Starting from Direct3D 10 , the fixed pipeline no longer supported, everything is done through a shader. The same statement, of course, is true for version 11 of Direct3D .

  • Direct3D 10 no longer supports the fixed-function transform and lighting pipeline.
  • Direct3D 10 no longer supports the fixed-function texture blender (sometimes called a fixed-function pixel shader ).