Which one is that ('Effectsrockwall.fx')?
.bmp files shouldn't be mandatory. I'd suggest to translate the whole code, as some shaders need feeding at the main loop.
For example, this is the '01 - Objects - No Lights\01 - Metal 1.1 [eMalice]' or 'Metal11.fx' shader:
#include "DarkGDK.h"
void DarkGDK ( void )
{
/*
` ==============================
` == SHADER: Metal Lookup ==
` ==============================
` Made for DBPro 5.2
*/
//=== Set Resolution =======================================
if (dbCheckDisplayMode(1024,768,32)==1) dbSetDisplayMode (1024,768,32);
//=== Initialise System ====================================
dbAutoCamOff();
dbSyncOn();
dbSyncRate(60);
dbHideMouse();
dbSetGlobalCollisionOff();
dbBackdropOn();
dbColorBackdrop(0);
dbRandomize(dbTimer());
//=== Load a Model =========================================
dbLoadObject("Files\\8Cube.x",1);
//=== Load and Apply Terrain Shader ========================
dbLoadEffect("Files\\Metal11.fx",1,1);
dbSetObjectEffect(1,1);
int temp=dbMakeVector4(1);
//=== Pre-set Values =======================================
float zoom=128.0;
float camera=0.0;
float rotate=0.0;
//=== LOOP BEGINS ====================================================
while (LoopGDK() )
{
//=== Display Instructions =================================
dbSetCursor(0,0);
dbPrint("Press ESCAPE to exit");
dbPrint ((float) dbScreenFPS());
//=== Position and Rotate Camera ===========================
camera=dbWrapValue(camera+1.3);
dbPositionCamera(dbSin(camera)*zoom,zoom*0.0,dbCos(camera)*zoom);
dbPointCamera(0.0,0.0,0.0);
//=== Rotate Hologram ======================================
rotate=dbWrapValue(rotate+0.6);
dbRotateObject(1,rotate,0.0,0.0);
//=== Control Hologram Constants ===========================
dbSetVector4(1,dbCameraPositionX(),dbCameraPositionY(),dbCameraPositionZ(),0.0);
for (int i=1 ; i<51 ; i++)
{
dbSetEffectConstantVector(i,"EyePos",1);
}
//=== LOOP ENDS ======================================================
dbSync();
}
}
Does that bubble shader work for you using DBPro?