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