public static byte[] Generate(AsmTechnique technique, Platform platform)
		{
			string techniqueCode;
		
			AsmToHlslConverter vsConvert = new AsmToHlslConverter(technique.VertexShader, "vs", platform, technique.VertexShader.RegisterSet.FloatRegisterCount, technique.VertexShader.RegisterSet.BooleanRegisterCount);
			AsmToHlslConverter psConvert = new AsmToHlslConverter(technique.PixelShader, "ps", platform, technique.PixelShader.RegisterSet.FloatRegisterCount, technique.PixelShader.RegisterSet.BooleanRegisterCount);

			if (platform == Platform.Windows)
			{
				StringBuilder constantSetup = new StringBuilder();
			//	technique.ConstructTechniqueConstants(constantSetup, false);

				string vsAsm = technique.VertexShader.ToString();
				vsAsm = vsAsm.Replace(Environment.NewLine, Environment.NewLine + "\t\t\t\t");

				string psAsm = technique.PixelShader.ToString();
				psAsm = psAsm.Replace(Environment.NewLine, Environment.NewLine + "\t\t\t\t");

				techniqueCode = string.Format(
@"
uniform float4 _vs_c[11] : register(vs, c0);
{4}
technique Shader
{0}
	pass
	{0}
		VertexShader = 
			asm 
			{0}
				{2}
			{1};
		PixelShader  = 
			asm 
			{0}
				{3}
			{1};
	{1}
{1}",
				"{", "}", vsAsm, psAsm, constantSetup);

			}
			else
			{
				string vsSource = vsConvert.GetSource();
				string psSource = psConvert.GetSource();

				//setup the technique.
				techniqueCode = string.Format(
	@"
{2}

{3}

technique Shader
{0}
	pass
	{0}
		VertexShader = compile {4} vsMain();
		PixelShader  = compile {5} psMain();
	{1}
{1}",
				"{", "}", vsSource, psSource, vsConvert.GetProfile().ToString().ToLower(), psConvert.GetProfile().ToString().ToLower());

			}
			
			TargetPlatform target = TargetPlatform.Unknown;
			switch (platform)
			{
				case Platform.Both:
					throw new ArgumentException();
				case Platform.Windows:
					target = TargetPlatform.Windows;
					break;
				case Platform.Xbox:
					target = TargetPlatform.Xbox360;
					break;
			}

			CompiledEffect effectSource = Effect.CompileEffectFromSource(techniqueCode, null, null, CompilerOptions.None, target);

			if (effectSource.Success == false)
				Common.ThrowError(effectSource.ErrorsAndWarnings, techniqueCode);

			byte[] code = effectSource.GetEffectCode();

			Effect effect = new Effect(Graphics.GraphicsDevice, code, CompilerOptions.None, new EffectPool());

			Vector4[] valuesV = new Vector4[11];
			for (int i = 0; i < valuesV.Length; i++)
			{
				valuesV[i] = new Vector4(i,0,0,0);
			}
			//Vector4[] valuesP = new Vector4[24];
			//for (int i = 0; i < valuesP.Length; i++)
			//{
			//    valuesP[i] = new Vector4(0, i, 0, 0);
			//}
			effect.Parameters[0].SetValue(valuesV);
			Vector4[] test = effect.Parameters[0].GetValueVector4Array(11);
			//effect.Parameters[1].SetValue(valuesP);
			//effect.Parameters[2].SetValue(new bool[] { false, false });

			GraphicsDevice gd = Graphics.GraphicsDevice;

			effect.CurrentTechnique = effect.Techniques[0];
			effect.Begin();
			effect.Techniques[0].Passes[0].Begin();


			Vector4[] outputV = gd.GetVertexShaderVector4ArrayConstant(0, 255);
			Vector4[] outputP = gd.GetPixelShaderVector4ArrayConstant(0, 24);
			//bool[] outputPB = gd.GetPixelShaderBooleanConstant(0, 2);

			effect.Techniques[0].Passes[0].End();
			effect.End();

			string asm = effect.Disassemble(false);

			return code;
        }