| Poster | : sashah | | Posts | : 1 | | Country | : | | City | : |
| | | | Posted by sashah on 22/02/2007 at 18:16:21
| | Hi
I dont understand the section about adding the ourhlsl file to the project. i have added models and textures no problem but this file is not in the hlsl download with the other required files. am i missing something here????? thanks | |
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| Poster | : riemer | | Posts | : 1392 | | Country | : Belgium | | City | : Antwerp |
| | | | Posted by riemer on 23/02/2007 at 02:46:49
| | | In the 3rd series, we're creating the .fx file ourselves. So you must create the ourhlsl.fx file, and write the code yourself. Save it to the same map as your project, and then you can import it the same way as with images. | |
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 09/05/2007 at 01:29:17
| | I have followed your example for the basic Vertex & Pixel shader, but I am getting strange errors.
When I render scene with the shaders enabled, everything draws as it was (ie. Not in white, but their actual proper colours). However, all of the Z information appears to be missing, as I have meshes appearing in front of others, etc.
If I specify NULL in PixelShader and VertexShader in my .fx file, it goes back to normal.
I have checked my parameters, and all the data fields and names are found ok. It only appears to be when it attempts to use the compiled shaders that it has the problem.
Any ideas? | |
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| Poster | : m_Maky | | Posts | : 67 | | Country | : france | | City | : Nice |
| | | | Posted by m_Maky on 09/05/2007 at 13:54:26
| | Is your projection matrix OK? Are your far clipping plane distance not too big?
Otherwise try setting device.renderstate.alphaenable = true and renderstate.depthbufferwrite = true (something like this...) before drawing | |
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