   [DX11] Help! Where is the ID3DX11Effect interface??
  This is some really wired crap. The documentation says:Quote:RequirementsHeader: Declared in D3dx11effect.h. Library: Use D3dx11effects.lib. To the ID3DX11Effect interface. Well.. There is no D3dx11effect.h. I also found that "Effects 11" thingy in the samples folder of my SDK (Feb 2010), but I can't compile it!1>c:\program files (x86)\microsoft directx sdk (february 2010)\samples\c++\effects11\effectload.cpp(140) : error C2065: 'D3D11_SVT_BYTEADDRESS_BUFFER': undeclared identifierAs I read in the documentation, the D3D11_SVT_BYTEADDRESS_BUFFER is in the D3D10Shader.h (Why dx10?) but even if I include this header, it doesn't workAND, I didn't find any sample using .fx files. :(But I really hate to write that plain hlsl files, because then, you have 3 files for just 1 effect.If anyone build that Effects11 already, or knows what's wrong, please help me.!(Or give me the one you just built :) )   
  What version of Visual Studio are you using? For some reason I couldn't compile D3DX11Effect framework on VC2010, but I can't remember why (on VC2008 everything was fine).btw. This may help you later - http://regedit.gamedev.pl/news_1371_effects_in_directx_11.htmlGood luck!   ;  I use VC2010 for coding, but I have still installed VC2008. So, I just opened the solution (Haha, I mean the file) in VC2008 and tried to compile it. Didn't work.I'll take a look at your link, looks interesting.EDIT: It just tells me to open the .sln and compile it. I just did that, but it didn't work. :([Edited by - mind in a box on May 21, 2010 6:52:17 PM];  Its in the samples directory of the sdk as a project. You will need to build it and I recommend moving the files after build to keep it simple. Also it needs the latest platform sdk to compile.   ;  See my first posting. :) I tried to build it already, but I got that error (And some more, but of the same Enum). Also, you can see in the filepath (And in the posting itself), that I use the latest one.   ;  I'm having a lot of trouble porting to DX11 as well loolIf you find the answer to your problem share with me :D   ;  Of course. :)Here, I found something out://----------------------------------------------------------------------------// D3D10_SHADER_VARIABLE_TYPE://----------------------------------------------------------------------------typedef enum _D3D10_SHADER_VARIABLE_TYPE{    D3D10_SVT_VOID = 0,    D3D10_SVT_BOOL = 1,    D3D10_SVT_INT = 2,    D3D10_SVT_FLOAT = 3,    D3D10_SVT_STRING = 4,    D3D10_SVT_TEXTURE = 5,    D3D10_SVT_TEXTURE1D = 6,    D3D10_SVT_TEXTURE2D = 7,    D3D10_SVT_TEXTURE3D = 8,    D3D10_SVT_TEXTURECUBE = 9,    D3D10_SVT_SAMPLER = 10,    D3D10_SVT_PIXELSHADER = 15,    D3D10_SVT_VERTEXSHADER = 16,    D3D10_SVT_UINT = 19,    D3D10_SVT_UINT8 = 20,    D3D10_SVT_GEOMETRYSHADER = 21,    D3D10_SVT_RASTERIZER = 22,    D3D10_SVT_DEPTHSTENCIL = 23,    D3D10_SVT_BLEND = 24,    D3D10_SVT_BUFFER = 25,    D3D10_SVT_CBUFFER = 26,    D3D10_SVT_TBUFFER = 27,    D3D10_SVT_TEXTURE1DARRAY = 28,    D3D10_SVT_TEXTURE2DARRAY = 29,    D3D10_SVT_RENDERTARGETVIEW = 30,    D3D10_SVT_DEPTHSTENCILVIEW = 31,    D3D10_SVT_TEXTURE2DMS = 32,    D3D10_SVT_TEXTURE2DMSARRAY = 33,    D3D10_SVT_TEXTURECUBEARRAY = 34,    D3D11_SVT_HULLSHADER = 35,    D3D11_SVT_DOMAINSHADER = 36,    D3D11_SVT_INTERFACE_POINTER = 37,    D3D11_SVT_COMPUTESHADER = 38,    D3D11_SVT_DOUBLE = 39,   D3D11_SVT_RWTEXTURE1D, //<-------------------------------- They don't have any numbers. Normal?    D3D11_SVT_RWTEXTURE1DARRAY,    D3D11_SVT_RWTEXTURE2D,    D3D11_SVT_RWTEXTURE2DARRAY,    D3D11_SVT_RWTEXTURE3D,    D3D11_SVT_RWBUFFER,    D3D11_SVT_BYTEADDRESS_BUFFER,    D3D11_SVT_RWBYTEADDRESS_BUFFER,    D3D11_SVT_STRUCTURED_BUFFER,    D3D11_SVT_RWSTRUCTURED_BUFFER,    D3D11_SVT_APPEND_STRUCTURED_BUFFER,    D3D11_SVT_CONSUME_STRUCTURED_BUFFER,    // force 32-bit size enum    D3D10_SVT_FORCE_DWORD = 0x7fffffff} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;Take a look at the DX11 ones. They don't have any numbers assigned. Can I maybe just imagine some and put them in? It's from D3D10Shader.h...   ;  Okay, I think I got it. I didn't build a library, but copied the Effects11 folder into my source directory. Then, add these Folders to your source paths:Effects11Effects11\binaryEffects11\IncI don't know if you need them all, but I used them all.Next, your have to include it like this:#include "DXUT.h"#include "Effects11\inc\D3dx11effect.h"Maybe works without the path, but I wanted to go save. BUT INCLUDE IT AFTER EVERY OTHER MAIN-DX HEADER! (Which is done by DXUT here)I hope that works for you, too :)EDIT: Also, you have to link to D3DCompiler.lib! (And put the Effects11 into your Project in VC++)EDIT2: You also have to precompile the shader like this:HRESULT hr=D3DX11CompileFromFile(L"TempShader.fx", NULL, NULL,NULL, "fx_5_0", D3D10_SHADER_ENABLE_STRICTNESS, NULL, NULL, &ShaderBlob,&Blob_Errors,NULL);And you MUST put "fx_5_0" into it, even if you want to target fx_4_0. You have to write the ShaderModel you want to use into your effect technique (vs_4_0, gs_4_0,ps_4_0 for example). If you don't write "fx_5_0", your call to D3DX11CreateEffectFromMemory will just fail.I really hope that helps you :)[Edited by - mind in a box on May 21, 2010 9:00:09 PM]