An example from Frank D Luna's 3d Game Programming with Dx11 shows the following effect technique:
technique11 DrawTech
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, DrawVS() ) );
SetGeometryShader( CompileShader( gs_5_0, DrawGS() ) );
SetPixelShader( CompileShader( ps_5_0, DrawPS() ) );
SetBlendState(AdditiveBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xffffffff);
SetDepthStencilState( NoDepthWrites, 0 );
}
}
Setting depth stencil state, blend states etc (and restoring them to previous state) when the Effects library isn't available is my goal.
I've had a hard time finding examples on this though. Luna sidesteps the issue by using the effects framework in his book.
To complicate the issue, I'm using DXUT11 (for loading in meshes).
Can anyone help with an example or an svn repository that includes an example?