Different ways to pass Textures into HLSL shaders
- by codymanix
The GraphicsDevice class of xna 4 has the properties Textures and VertexTextures.
What is the exact difference? I don't really understand what MSDN tells me about this.
I usually use Effect parameters to pass textures to my HLSL shaders. What are the differences between these methods, which is faster?
My Scenario: I am working on a minecraft like game, which means lots of separate DrawPrimitives calls and change current Texture often since I have lots of different block types. Since I use an Octtree to organize the world, I cannot easily sort by texture.