   Set texture by Index
  Under Directx10, using the ID3D10Effect type, is it possible to set a texture by index, rather than using an Effect Variable handle? Im wanting to do something like the following// .fx Texture2D gDiffuse: register(t34);Texture2D gSpecular : register(t35);// .cppmyEffect->SetTextureByIndex( 34, Diffuse );myEffect->SetTextureByIndex( 35, Specular );I cant see anyway of doing this under the ID3D10Effect type. The only way I can see is using the ID3D10Device. But was just curious if there was a way through the ID3D10Effect type.void ID3D10Device::PSSetShaderResources(  UINT StartSlot,  UINT NumViews,  ID3D10ShaderResourceView *const *ppShaderResourceViews);//andvoid ID3D10Device::VSSetShaderResources(  UINT StartSlot,  UINT NumViews,  ID3D10ShaderResourceView *const *ppShaderResourceViews);
  Another thing I was wondering is how to get the register of a texture? so if I have an effect loaded, how can I search that effect for a texture by name and then retrieve its register?The reason for this is a little projet im doing, so that rather than using handles, i simply store the register and then use PSSetShaderResources()   