XNA Framework
... Passes within a technique are not really intended to be used individually ...
Well, unless you need to improve performance and thus, decide to avoid changing techniques -and consider a pass as a "different technique"- to gain some speed ...
Correct, that's why i tried something like:
if (e.CurrentTechnique.Name.Equals("Effect1") && pass.Name.Equals("Pass_1"))
To separate functionality to different passes (to no avail though ;)).
The reason for my question is that i'm trying to streamline the output from RenderMonkey to XNA. That went pretty good until i encountered that in RenderMonkey you can select different models to passes and so assumed that this also could be done with XNA. Thanks for the tip, i will not pursue this any further.
Ultrahead wrote:
... Passes within a technique are not really intended to be used individually ... Well, unless you need to improve performance and thus, decide to avoid changing techniques -and consider a pass as a "different technique"- to gain some speed ...