   shader register question
  when specifying register for shader constant, there's b# and c#.cbuffer xxx : register(b#)or ...cbuffer yyy : register(c#)what's the difference?   
  b# registers are constant boolean registers, they can only be used for static branching.  c# registers are your general purpose constant registers, they can be used for arithmetic.  Check the documentation of the shader profile you're targeting to see the full list of registers available, and what they're used for.   ;  i know b# is for boolean register, but i'm wondering if it's also true for dx10.  In sdk doc, it just mentions about register(b#) for cbuffer.  and, c# for packoffset   ;  My another question ...cbuffer xxx{float4 mmm : packoffset(c0);}cbuffer xxx1{float4 mmm1 : register(c0);}what's the difference between these two cbuffer declaration?   ;  i still cant' figure out how this shader register stuffs work ... cbuffer cb0 {    row_major float4x4 mWorldViewProj :packoffset(c0);//: aaa : packoffset(c0);// World * View * Projection transformation    float fTime   :packoffset(c5.y);//: bbb : packoffset(c4.x);   // Time parameter. This keeps increasing// Notice, that this parameter is placed in c5.y.// If it were packed by the default packing rules, // it would be placed in c4.x};cbuffer cb1 {    row_major float4x4 mWorldViewProj1 :packoffset(c0);//: aaa : packoffset(c0);// World * View * Projection transformation    float fTime1   :packoffset(c5.y);//: bbb : packoffset(c4.x) ;   // Time parameter. This keeps increasing// Notice, that this parameter is placed in c5.y.// If it were packed by the default packing rules, // it would be placed in c4.x};cbuffer cb2 {    row_major float4x4 mWorldViewProj2 :packoffset(c0);//: aaa : packoffset(c0);// World * View * Projection transformation    float fTime2   :packoffset(c5.y);//: bbb : packoffset(c4.x) ;   // Time parameter. This keeps increasing// Notice, that this parameter is placed in c5.y.// If it were packed by the default packing rules, // it would be placed in c4.x};If i declare these in one shader file, are cb0,cb1,and cb2 going to be placed in separate register?  It doesn't seem that way so far. I have to specify register by using register keyword to set shader variable properly ...   