Alright i think i know what your problem is:
In the current version most (if not all) object shaders need a precalculated matrix (most likely this won't be the case in the next version, we'll see)

So what you have to do is this:
Add this function to your script
Code:
void worldInvTrans(){
	mat_inverse(mtl.matrix,matWorld);
	mat_transpose(mtl.matrix,mtl.matrix);
}


and in your material definition you do this:
Code:
MATERIAL* myMaterial =
{	
	event = worldInvTrans;
	flags = ENABLE_RENDER;
	effect = "myShader.fx";
}


That should be it.

Last edited by BoH_Havoc; 07/28/08 18:15.

Shade-C EVO Lite-C Shader Framework