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Dark GDK / Wierd shader problem

Author
Message
zapakitul
17
Years of Service
User Offline
Joined: 1st Mar 2007
Location: In my world
Posted: 13th Mar 2009 23:27
It seems that most shaders won't work with DarkGDK. The only shader that i got to use without any problem is the Toon shader. If i apply any other shader to an object the object will not be drawn. Thing is, i loaded the same shaders in DarkBasic Pro (Trial) and everything worked out thine. Also, there is an example project on shaders that came with GDK. When i run it, only 3 of the 4 objects are viewable. Bellow you can find an example:
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 14th Mar 2009 08:20
Make sure you change all shaders to use at least Pixel Shader model 2.0 as GDK uses a newer DX SDK where the older models have been abandoned. Other than this they should pretty much be the exact same, I've had no issues with shaders as such. Except when changing object's FVFs that use multiple UV stages, I seem to have to concatenate all the proceeding stage count flags i.e. D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_TEX3 etc rather than just specifying the highest.

zapakitul
17
Years of Service
User Offline
Joined: 1st Mar 2007
Location: In my world
Posted: 14th Mar 2009 08:53
Change the shaders to use Pixel Shader 2.0? I don't quite know how to change them. I have opened up the ReleifMapping shader from Evolve and saw nothing i could actually modify to work with Pixel Shader 2.0.
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 14th Mar 2009 14:30
Did you not see anything like this:



Of course a shader like relief mapping is very likely to use PS2.0 at least.

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