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When using an Effect in the Toolkit (which is similar to the XNA Effect or the native D3D11 Effect API), you are not suppose to access directly the constant buffer but instead setting parameters directly on the effect: _effect.Parameters["slideX"].SetValue(0.0f); _effect.Parameters["sinPi075"].SetValue((float)Math.Sin(Math.PI * 0.75)); ...


0

After investingating the source of the SharpDX.Toolkit I found out that all contant buffers are cleared if they are not dirty. So, the solution was to create a constant buffer on the effect, and make it dirty, see code below. compiledEffect = (new EffectCompiler()).CompileFromFile( @"Content\MiniTri - Copy.fx" ...


4

Loading up DirectX (via SharpDX or XNA) to do the conversion is probably overkill. Why not simply decode the format on the CPU? It's simple enough. There is a DXT decoder in MonoGame you might be able to borrow. (In case the file changes, the latest revision at time of writing is here.) BC3_UNORM is equivalent to DXT5, which that will happily decode. ...



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