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I managed to get it to compile by doing this:
float4x4 World;
float4x4 View;
float4x4 Projection;
#define MAX_LIGHTS 10
int NumLights;
struct VertexShaderInput
{
float4 Position : POSITION0;
};
struct VertexShaderOutput
{
float4 Position : ...
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The latest version is August 2009, but March 2009 should work for this just fine. When you debug a shader there should be one tab showing the HLSL source, and another called "Disassembly" that shows the ASM. Picture
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What is NumLights? Is it a uniform variable that's changed at runtime? If so you might want to use the "loop" attribute, to make sure that the compiler doesn't try to unroll that loop.
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Are you using SizeInBytes anywhere? Because it's wrong (it should be sizeof(float) * 11, not 14).
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I don't remember off the top of my head, but properties are probably set by adding metadata to the BuildItem added to the temporary MSBuild project (metadata is added by calling BuildItem.SetMetadata). Usually what I do when I need to figure out how something is done for a Content project, is I'll do it in Visual Studio and then look ...
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The code that comes in the UDK is actually UnrealScript...this code is interpreted by the engine and typically contains all of the gameplay logic. When a big commercial dev studio licenses Unreal Engine 3 they don't just get the editor and tools, they get all of the (native C++) source code to the engine as well. Many of them will highly ...
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[quote user="Foxman"]You also have to use WPF in order to make use of the Ribbon UI, so if you don't have any experience with WPF, then that will add another layer of complexity to your project. Also, implementing the Ribbon UI correctly is somewhat challenging from a design standpoint.[/quote]
Nah it's actually a native API ...
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You don't want to use "0" and "clipDistance" as your zNear and zFar parameters. You want to use -max.Z as your zNear, and -min.Z as your zFar. Otherwise your zFar won't be large enough.
Also if you have any other questions about that ziggyware article feel free to ask, since I wrote it. The code in ...
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[quote user="Olle Hakansson"]Heya, I'm trying to use some shaders in both my game and editor projects. I was hoping to add them as normal content in my Shared project, but I can't figure out how I would then access the content. The ContentManager constructor seems to assume that you want to load content from the same project. Is ...
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If you have the source code then I think you'd have a lot more luck with trying to convert it to unsafe C# code.