2010/7/19 Rico Schüller kgbricola@web.de:
e[i].SemanticName = get_semantic(data + name_offset);
I'm not sure this will work, I was under the impression semantics can be arbitrary strings. (Which is also why d3d10core goes through the trouble of copying the string data.)
Am 20.07.2010 11:26, schrieb Henri Verbeet:
2010/7/19 Rico Schüllerkgbricola@web.de:
e[i].SemanticName = get_semantic(data + name_offset);
I'm not sure this will work, I was under the impression semantics can be arbitrary strings. (Which is also why d3d10core goes through the trouble of copying the string data.)
Yeah, you are right. Not sure why I changed this. The problem is when I release the shader reflection the element signature semantic name could have garbage (when the memory is overwritten). I'll recheck that one.