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Re: terrain multitexturing shader [Re: ventilator] #17305
12/04/03 20:22
12/04/03 20:22
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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USA
Hmm. I tried adjusting the variable and it didn't make any difference. I can run other shaders, just not the one that I really want to use (being this one).

Re: terrain multitexturing shader [Re: Darkstorm] #17306
12/04/03 20:40
12/04/03 20:40
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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USA
Sorry to post again but I missed the 15 minute edit window. I disabled anisotropy on my card and still get the same error so it doesn't seem to be the problem. Oh well.

Re: terrain multitexturing shader [Re: Darkstorm] #17307
12/04/03 20:43
12/04/03 20:43
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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do you use any other effects in your test level? maybe there is some interference?

...
maybe i will make an example level with this effect later...

Re: terrain multitexturing shader [Re: ventilator] #17308
12/04/03 20:46
12/04/03 20:46
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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Yeah that would probably be a good idea. That way you won't have to deal with my annoying questions . Thanks again for your help.

Re: terrain multitexturing shader [Re: ventilator] #17309
12/04/03 20:49
12/04/03 20:49
Joined: Jun 2001
Posts: 385
Eastern Washington State
Z
Zio Offline
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Zio  Offline
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Joined: Jun 2001
Posts: 385
Eastern Washington State
I had the same problem with the waving grass shader, and I too have a GeForce 3. It appears that the GF3 only has 1.1 shader support, so if you change the "ps.1.3" to "ps.1.1", it will run. With the waving grass shader, this worked perfect. However I haven't tested this shader yet, so I'm only guessing that it would also work for this too.

Re: terrain multitexturing shader [Re: Zio] #17310
12/04/03 20:56
12/04/03 20:56
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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oh, thanks ace! i thought a gf3 is basically the same as a gf4?

i think in order to convert this shader to ps 1.1 you will have to change:

lrp r0.rgb,t2.a,t0,t1 // blend t0 with t1 using the alpha channel of t2

into:

mov r1,t1
lrp r0.rgb,t2.a,t0,r1 // blend t0 with t1 using the alpha channel of t2

(i think ps 1.1 doesn't support three t registers as source. ...again, i haven't tested this...)

Re: terrain multitexturing shader [Re: Zio] #17311
12/04/03 20:58
12/04/03 20:58
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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USA
I have to comment out the entire pixel shader block to get it run. Changing to 1.1 doesn't seem to help.

Re: terrain multitexturing shader [Re: Darkstorm] #17312
12/04/03 21:29
12/04/03 21:29
Joined: Jun 2001
Posts: 385
Eastern Washington State
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Zio Offline
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Eastern Washington State
I just tested it, and got it working perfectly after the following changes:

A) Changed ps.1.3 to ps.1.1
B) Changed all "texSkin"'s to "entSkin"'s.
C) Changed:
lrp r0.rgb,t2.a,t0,t1 // blend t0 with t1 using the alpha channel of t2
into:
mov r1,t1
lrp r0.rgb,t2.a,t0,r1 // blend t0 with t1 using the alpha channel of t2
D) Changed my terrains skills 41~44 to float(10) rather than just 10. heh, forgot that the first time >.<


I must say, this shader is awesome! Makes terrain look MUCH nicer.

Re: terrain multitexturing shader [Re: Zio] #17313
12/04/03 21:37
12/04/03 21:37
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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USA
Cool! Thanks a ton Ace (and Vent). This is nice. Thought I was going to have a "productive" working on some web stuff but this kind of kills that idea. Quick question, did you leave "+mov r0.a,c0" in when you changed the code?

Re: terrain multitexturing shader [Re: Darkstorm] #17314
12/04/03 21:43
12/04/03 21:43
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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yes, you should leave the "+mov r0.a,c0". it copies 1 into the alpha channel of the resulting pixels and thus makes the terrain non-transparent.

...
but it isn't really needed because the alpha which results from the lrp would add up to 1 anyway. i just thought the shader is easier to understand this way and i think because of the + it runs parallel to the lrp command and doesn't slow down the execution of the shader.

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