   Fixed pipeline vs shaders
  No wait this is not a which-one-is-better thread ;)I just want to know, for an engine that fully supports and uses shaders, and has 0% (and I say not at all) fixed pipeline, what are the DX API functions I should not call ? In other words, what is fixed pipeline and what is not ?Maybe I'm posting this because I don't know shaders enough, so I dont realize yet what I can get rid of and what I cant. So would someone enlight me please ? :)What I think:- calls to SetTransform- calls to SetLight, LightEnable- calls to SetTextureStageStates- calls to SetFVF- calls to SetMaterial- calls to SetRenderState <<< Got a big doubt about this one, I think not all render states.Functions that still have to be used:- SetTexture- SetStreamSource- DP/DIPWhat do you think ?Regards, Janta   
  Don't use:- calls to SetTransform- calls to SetLight, LightEnable- calls to SetTextureStageStates- calls to SetFVF // can use but should now be using declarations- calls to SetMaterial- calls to SetRenderState <<< Got a big doubt about this one, I think not all render states. // You are right.You still use SetStreamSource, but not SetTexture, since ID3DXEffect has SetTexture. You still have to use the DIP and DP calls.Hope that helps,Dave   ;  Good timing - I was writing about this for the Forum FAQ a few days ago [grin]It's not a completely clear-cut case really - some functions (e.g. SetTexture) apply to both pipelines, where as some like SetRenderState() are mixed - some states apply to either or both.Not that its much use now, but this is one of the things I absolutely love about Direct3D 10 - the API level is so much cleaner now. No more generic SetRenderState () calls either [grin]Seems like you've listed the obvious ones... but from a quick scan of the list - IDirect3DDevice9::MultiplyTransform() should be FF only; and IDirect3DDevice9::SetClipPlane() switches between world/clipping space depending on which pipeline you're using.Check out this pipeline poster - it should give you a better idea of which calls/caps fit into which parts of the pipeline.Jack   ;  Great thanks both of you pplz.The poster is great :) I hope that guy will make on for th DX10 pipline too because that would be interesting :)Have a nice day !   ;Quote:Original post by jantaThe poster is great :) I hope that guy will make on for th DX10 pipline too because that would be interesting :)Yup, I did look into getting it properly printed in a proper poster-sized format a while back. Would be useful [grin]You could always send him an email and see what he says. Richard Thomson (MVP Profile) is fairly active online, so I'm sure he'd appreciate any comments/feedback/requests [smile]hthJack   