Me and James are both having the exact same problem, and are running Vista
32bit. I have tried running shadercompile.exe in compatability mode, but
seems to not make a difference.
I'm beginning to wonder if the operating system is a factor of the problems
me and James are seeing.
2009/5/28 KLIMaka
WinXP Prof x64 SP2
> Yeah, I have no problems with running studiocompile. Out of curiosity, what
> version of Windows are you all running this on?
>
> On Tue, May 26, 2009 at 2:13 PM, BEaST wrote:
>
> > Really? I have everything works fine! Maybe problem in erroneous bat-files?
> > The solution
Yeah, I have no problems with running studiocompile. Out of curiosity, what
version of Windows are you all running this on?
On Tue, May 26, 2009 at 2:13 PM, BEaST wrote:
> Really? I have everything works fine! Maybe problem in erroneous bat-files?
> The solution, which helped me:
>
> 1) Copy fro
Really? I have everything works fine! Maybe problem in erroneous bat-files? The
solution, which helped me:
1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into
...\src\materialsystem\stdshaders\ next files - shadercompile.exe and
shadercompile_dll.dll
2) Change buildshaders.bat :
Sorry I don't have anything to contribute, but how were you able to
get the shader SDK working? Using the beta SDK and DXSDK Nov2008,
the .fxc files do not seem to build successfully.
On May 23, 2009, at 9:29 PM, "walter" wrote:
> I tried to make CShadowDepthView draw into a custom rende
I tried to make CShadowDepthView draw into a custom render target which
would then be passed to shader, but I cant find the right way how to do
it. Being inexperienced in programming, I really could use some advice.
> only way - additional render pass with depth write only. Simplest way
> (IMHO) t
only way - additional render pass with depth write only. Simplest way (IMHO) to
use CClientShadowMgr. It uses CShadowDepthView::Draw() for writing full range
depth. I think it should look like "always turned on flashlight" with FOV`s
(horizontal and vertical) and resolution equal to viewport FOV
Is there any other way how to get depth (distance) into shader?
It is for Orange Box-based mod.
> On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means
> that presented not full depth range, but only part, not to exceed
> OO_DESTALPHA_DEPTH_RANGE (as defined in the file commo
On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means that
presented not full depth range, but only part, not to exceed
OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h). That is why
we have fake soft particles. Sadly :(
> Is this for ep1?
>
> On Fri, May 2
Is this for ep1?
On Fri, May 22, 2009 at 12:52 PM, walter wrote:
> I wrote a custom shader which accesses depth buffer through
> "_rt_FullFrameDepth" render target. It works, but alpha channel becomes
> maxed out to white just few meters from camera, preventing intended
> function. Any idea what
I wrote a custom shader which accesses depth buffer through
"_rt_FullFrameDepth" render target. It works, but alpha channel becomes
maxed out to white just few meters from camera, preventing intended
function. Any idea what could I be doing wrong?
Jan "Walter" Sluka
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