Engine/sdk/src/d3dutil.cpp
HRESULT D3DUtil_CreateVertexShader( LPDIRECT3DDEVICE8 pd3dDevice, 
                                    TCHAR* strFilename, DWORD* pdwVertexDecl,
                                    DWORD* pdwVertexShader )
{
    LPD3DXBUFFER pCode;
    TCHAR        strPath[MAX_PATH];
    HRESULT      hr;

    // Get the path to the vertex shader file
    //DXUtil_FindMediaFile( strPath, strFilename );

    // Assemble the vertex shader file
    if( FAILED( hr = D3DXAssembleShaderFromFile( strPath, 0, NULL, &pCode, NULL ) ) )
        return hr;

    // Create the vertex shader
    hr = pd3dDevice->CreateVertexShader( pdwVertexDecl, 
                                         (DWORD*)pCode->GetBufferPointer(),
                                         pdwVertexShader, 0 );
    pCode->Release();
    return hr;
}
//-----------------------------------------------------------------------------
// Name: D3DUtil_CreateVertexShader()
// Desc: Assembles and creates a file-based vertex shader
//-----------------------------------------------------------------------------
D3DUtil_CreateVertexShader()
Desc: Assembles and creates a file-based vertex shader
D3DUtil_CreateVertexShader () Desc : Assembles and creates a file - based vertex shader
HRESULT D3DUtil_CreateVertexShader( LPDIRECT3DDEVICE8 pd3dDevice, 
                                    TCHAR* strFilename, DWORD* pdwVertexDecl,
                                    DWORD* pdwVertexShader )
{
    LPD3DXBUFFER pCode;
    TCHAR        strPath[MAX_PATH];
    HRESULT      hr;
    if( FAILED( hr = D3DXAssembleShaderFromFile( strPath, 0, NULL, &pCode, NULL ) ) )
        return hr;
    hr = pd3dDevice->CreateVertexShader( pdwVertexDecl, 
                                         (DWORD*)pCode->GetBufferPointer(),
                                         pdwVertexShader, 0 );
    pCode->Release();
    return hr;
}
HRESULT D3DUtil_CreateVertexShader ( LPDIRECT3DDEVICE8 pd3dDevice , TCHAR * strFilename , DWORD * pdwVertexDecl , DWORD * pdwVertexShader ) { LPD3DXBUFFER pCode ; TCHAR strPath [ MAX_PATH ] ; HRESULT hr ; if ( FAILED ( hr = D3DXAssembleShaderFromFile ( strPath , 0 , NULL , & pCode , NULL ) ) ) return hr ; hr = pd3dDevice -> CreateVertexShader ( pdwVertexDecl , ( DWORD * ) pCode -> GetBufferPointer ( ) , pdwVertexShader , 0 ) ; pCode -> Release ( ) ; return hr ; }
Name: D3DUtil_CreateVertexShader()
Desc: Assembles and creates a file-based vertex shader
Name : D3DUtil_CreateVertexShader () Desc : Assembles and creates a file - based vertex shader
// Get the path to the vertex shader file //DXUtil_FindMediaFile( strPath, strFilename ); // Assemble the vertex shader file // Create the vertex shader