D3DXEffectDesc number of Functions always 0
Sun, 24 Jul 2005 18:26:04 +0200
halo.
i am working with effects.
in my custom editor i am showing a list of all parameters, functions and
techniques the current effect has.
i do this by getting the effects D3DXEffectDesc which gives me a
ParameterCount, a FunctionCount and a TechniquesCount. problem is, that
FunctionCount is always ...
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HLSL and registers
Fri, 22 Jul 2005 01:47:42 -0400
If I have HLSL code and I want to have some constants (variables?) in there
I have to declare my constant something like
float4 lightDirection: register(c0);
and in my C++ code, I can just upload the value with
float lightdirection[4];
SetVertexShaderConstantF(0, lightdirection, 1);
I would like the ...
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Effect files, SAS, etc
Tue, 19 Jul 2005 20:28:02 -0700
I'm by no means new to D3D, but I am new to the HLSL and the Effects
framework. I have been trying for quite some time to wrap my head around
Effects, but have had little luck. After I had finally thought I understood
it, I upgraded my DX SDK and found this new "DirectX Standard Annotations and
Semantics" ...
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Maya .x exporter
Tue, 12 Jul 2005 16:26:27 -0500
There appears to be a bug in the Maya .x exporter shipped with the SDK.
When I check a boolean parameter read in from the .fx file to be true this
value is not correctly translated in export to the .x file. Anyone else
come across this? I'm using the exporter to prototype some shaders and
being able to s ...
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DirectX Shader Compiler produces strange results with ps_3_0 using 10 input registers
12 Jul 2005 10:24:15 -0700
Hello,
I've got a HLSL effect file with a vs_3_0 and a ps_3_0 shader. I need
all 10 allowed input registers in the pixel shader. Unfortunately the
compiler fails:
"error X5300: Invalid register number: 10. Max allowed for v# register
is 9. "
When I turn off validation or use ps_3_sw as target the code ...
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vertex textures
Mon, 11 Jul 2005 09:31:01 -0700
Hi,
Im trying to get a displacement mapping shader ported over from an OpenGL /
CG application to Directx, but the documentation and example code for doing
this seems a bit poor. Has anyone got any good example code or documentation
for creating and using a vertex texture without using an effect file?
Th ...
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D3DXGetShaderConstantTable
Fri, 8 Jul 2005 11:11:52 +0200
Hi!
In a first time I compile my shader with D3DXCompileShader, it work, I can
recover my Constant Table. After, I disassemble the binary shader with
D3DXDisassembleShader, and save the ASM shader on the hard drive.
When, I launch my program again, I load the ASM shader and compile it with
D3DXAss ...
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Effect Files, performance hit?
Fri, 1 Jul 2005 10:44:56 -0400
Is there a significant performance hit using effect files and the effect API
compared to assembling the shader myself at runtime? I'm referring to the
selection of techniques/constants/passes/etc. for the effect at draw time. I
imagine the actual running time on the graphics card is the same, regardless
of the ...
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uniform inputs & getting correct presahder code? (bugged?)
Fri, 1 Jul 2005 05:18:02 -0700
If u calculate something in a shader using uniform global constant parameters
the compiler cant build the correct preshader code?
I assumed if u multiply 2 uniform input matrixes in a VS the mul(mat1, mat2)
will be compiled to a preshader, but insteed it compiles to VS instructions..?
To get the preshade ...
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shader and VB lock
Thu, 30 Jun 2005 20:54:45 +0900
I am a beginner in HLSL.
I have a question.
if I use HLSL effect, then can I lock the VertexBuffer ?
in old fixed pipeline , of course I can Lock VertexBuffer.
but In HLSL shader, can I still use vb lock ?
thanks.
...
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