So you had the pixel shader outputting variables somehow? Where specifically did you put your code in order to return values from the shader, was it in the DYNAMIC_STATE section of the shader cpp file?
I knew we could send static constants into the shader, though I didn't know we could return values out from it. On Fri, May 28, 2010 at 8:58 PM, Marek Sieradzki <marek.sierad...@gmail.com>wrote: > On Thu, May 27, 2010 at 4:16 AM, Byron Mallett <byrona...@gmail.com> > wrote: > > I'm working on writing some shaders for a machinima testbed I'm working > on > > at the moment, primarily trying to port over some depth of field shaders > > I've seen over on the ATI site. > > > > However, I'd love to be able to debug my shader while it is running, > since > > all I'm getting at the moment is a uniformly grey screen. I've tried > using > > the Pix utility in the DirectX sdk but it tells me that Direct3D analysis > is > > disabled in HL2. > > > > Is there any way to see the values that the shader is using at runtime? > At > > the moment I'm trying to throw in random numbers for the focus variables > > that I'm using but to no avail. > > What I did was returning "debugged" variable in pixel shader output. I > had one big switch of DEBUG dynamic combo. > > Code that has to be changed to enable PIX is in the engine and can't > be enabled/changed. That's just wonderful support for modders. If you > want to make a "mod" using a complicated shader (which will require > debugging sooner or later) you need an engine license. Long story > short switching to UDK/NeoAxis/Ogre+toys is a much better choice. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders