Light Based Tessellation technology is used for adding enhanced lighting effects to three-dimensional objects. Current lighting algorithms operate only on each vertex of a polygon in order to create lighting effects. By tessellating (breaking up) a polygon, more vertices will be created with which the lighting algorithms can work, thus producing better lighting effects.
Discusses how to robustly expose shader constant parameters from a .NET 2.0 application using the reflection and metaprogramming abilities of managed code
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