Jmac
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Posts posted by Jmac
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I'm having trouble understanding how torque3d handles custom materials in its rendering system, are they all forward rendered or is there a way to enable it for each one?
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Can anyone point me to where the deferred bin creates the shader for the first pass?
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Thanks Timmy that helped alot. I figured it had something to do with it being rendered twice but didnt exactly know how it worked.
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I'm trying to move the mesh vertices from the vertex shader in the z axis, I want to try to do the vertex translation on the gpu because of the amount I will need to move in a frame. The white color appears in the proper position but its somewhat transparent and there is that tan plane that appears at the original location that I'm assuming is another set of vertices with the normals for the object where. I don't exactly know why there are two planes or what they are to be honest.
For instance when I put in object between the white and tan I can see it when I shouldn't but when it's under the tan portion I can't see it so im assuming the tan plane has some lighting attributes.
Also when I view the white from an angle that the tan is not below it, it doesn't appear.
I haven't been able to find much info on torques rendering system so if anyone could point me in the right direction it would be appreciated.
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I'm moving vertices in a very simple shader but for some reason the normals dont move with the vertices and I'm left with an odd effect. Any ideas what is causing this?
Vertex Shader
#include "shaders/common/torque.hlsl" struct Appdata { float3 position : POSITION; float tangentW : TEXCOORD3; float3 normal : NORMAL; float3 T : TANGENT; float2 texCoord : TEXCOORD0; }; struct Conn { float4 hpos : SV_Position; float2 texCoord : TEXCOORD0; }; Conn main( Appdata In, uniform float4x4 modelview : register(C0) ) { Conn Out; In.position.z += 20; Out.hpos = mul(modelview, float4(In.position, 1.0)); Out.texCoord = In.texCoord; return Out; }Pixel Shader
#include "shaders/common/torque.hlsl" struct Conn { float4 hpos : SV_Position; float2 texCoord : TEXCOORD0; }; struct Fragout { float4 col : SV_Target0; }; Fragout main(Conn IN) { Fragout OUT; OUT.col = (255,255,255,1); return OUT; }What it looks like in game
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When I change vertex position in the vertex shader it seems the normals do not move along with them how can I correct this?
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I tried using a DXGI_FORMAT_R32G32B32A32_FLOAT dds file and got a fatal error that said, fatal error only dxt1-5 compressed formats supported, is there any float texture that is supported?
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I want to do some calculations on the gpu using shaders and save the results in a texture is this possible with the engine atm and if not where can I look to start implementing this?
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Hi, I'm new to using torque 3d and right now I'm just messing around with the engine. I ran into a problem with some of the changes I made to the engine and wanted to know if there is a way to step into the VS debugger from the world editor, I tried the debug() command but it just causes the whole process to freeze. Any information on debugging in general would be appreciated too, thanks.



Are all custom materials forward rendered?
in Rendering
Posted
I have a custom material that works in basic lighting but not advanced so I was wondering why this may be.