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group : microsoft.public.win32.programmer.directx.graphics.shaders      view archive
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Debugging Pixel shaders in DirectX 9.0.c version     26 Jun 2005 04:09:40 -0700
Hi, I'm unable to debug pixel shaders though i'm able to debug vertex shaders in the same project. For compiling both pixel and vertex shader I'm using "D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION" options and invoke "D3DXCompileShaderFromFile" api. I get a "Direct3d Shader debug warning" stating "The ...

Question about the co-issued instruction     Thu, 23 Jun 2005 00:14:41 +0800
In the ps,I want to get rid of the "+" in the code below,how can I write the code? " mul r0.rgb, t0, v0 + add r1.a, t1, c1 " Thank you!!! ...

D3DTTFF_PROJECTED     Tue, 21 Jun 2005 05:59:02 -0700
Hi! According to the DX documentation, it should be possible to use the following syntax in a ps.1.1 shader: //D3DTSS_TEXTURETRANSFORMFLAGS for stage 0 = (D3DTTFF_PROJECTED | D3DTTFF_COUNT3) TEXTURETRANSFORMFLAGS[0] = 259; But the following error is reported Direct3D9: (ERROR) : Stage 0 - Count in D3D ...

Fog problem with VS and Effect(Repost)     Tue, 21 Jun 2005 20:12:41 +1200
$B@2E7(B Hi,I did a Effect including a simple Vertex Shader within one Technique. I need the fog, so Add the Fog render states setting. The whole effect code is below: //////////////////////////////////////////////////////////////// ///// $B%G%#%U%e!<%:8w$HH?<M8w$r<BAu$9$k%7%'!<%@(B matrix View, Wo ...

Fog problem with VS and Effect     Tue, 21 Jun 2005 19:57:15 +1200
$B@2E7(B Hi,I did a Effect including a simple Vertex Shader within one Technique. I need the fog, so Add the Fog render states setting. The whole effect code is below: //////////////////////////////////////////////////////////////// ///// $B%G%#%U%e!<%:8w$HH?<M8w$r<BAu$9$k%7%'!<%@(B ///////// / ...

Generating Shader Listing     Mon, 20 Jun 2005 06:16:19 -0700
If I want to get an assembly listing of my HLSL code that matches what will be generated by D3DXCompileShader, what parameters (besides the generate listing switch) must I pass in to fxc.exe? Does D3DXCompileShader prefer flow control or no? I'm asking because I would like to compare what will be generated ...

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[DX9c Apr05][D3DDEVTYPE_REF] Bad result with no D3DXSHADER_NO_PRESHADER and no D3DXSHADER_SKIPOPTIMIZATION     Mon, 13 Jun 2005 18:02:11 +0200
Hi there! Under D3DDEVTYPE_REF, I encounter a rendering issue when the shader is compiled without D3DXSHADER_NO_PRESHADER and D3DXSHADER_SKIPOPTIMIZATION flags (for usage in D3DXCreateEffectFromFile()). The shader computes diffuse and specular terms in VS, and in that case the diffuse term disappears. Whe ...

Texture Transforms with shaders     Tue, 31 May 2005 14:57:41 +0100
I'm attempting to use texture transforms with the following code: FDevice.SetTransform(D3DTS_TEXTURE0, TD3DMatrix(TextureMatrix)); FDevice.SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); I don't get any transforms happening on screen - the texture is in its normal position. I'm ...

Stupid     Sun, 29 May 2005 11:14:42 +0200
Something stupid: http://click.sat7.de ...


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