Reputation: 334
How does one return to the ffp after using a shader? In OpenGL you simply bind shader 0 and the same for textures, this is not made obvious in DX whether or not it is the same I can not discern.
Upvotes: 1
Views: 410
Reputation: 32627
If you use effects, appropriate calls to effect->Begin()
and effect->End()
should save and restore the pipeline state. If you use FFP before Begin()
, this state should be restored after End()
.
If you don't use effects, you can set null shaders. From MSDN:
To set a fixed-function vertex shader (after having set a programmable vertex shader), call IDirect3DDevice9::SetVertexShader(NULL) to release the programmable shader, and then call IDirect3DDevice9::SetFVF with the fixed-function vertex format.
Upvotes: 3