shader 函数
网格函数
CDXUTSDKMesh g_Mesh;
g_Mesh.Create( pd3dDevice, L"Tiny\\tiny.sdkmesh", true )
pd3dDevice->IASetInputLayout( g_pVertexLayout );
g_Mesh.Render( pd3dDevice, g_pTechnique, NULL );
材质函数
ID3D10EffectShaderResourceVariable* g_ptxDiffuseVariable = NULL;
g_ptxDiffuseVariable = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource();
hr = D3DX10CreateShaderResourceViewFromFile( pd3dDevice, L"seafloor.dds", NULL, NULL, &g_pTextureRV, NULL );
g_ptxDiffuseVariable->SetResource( g_pTextureRV );