Game Development Community

How to set reference rasterizer?

by Justin Tolchin · in Torque Game Engine Advanced · 04/26/2005 (11:48 am) · 4 replies

Hi all,

Can anybody tell me how to set TSE to use the DirectX reference rasterizer? I need to do this in order to debug our shaders. Can I do this by setting the "$pref::Video::defaultsRenderer" param in prefs.cs? If so, what value do I set it to?

Thanks!

#1
04/26/2005 (2:33 pm)
No, this is something you'll have set when you create the device..

somewhere in gfxd3ddevice.cpp you'll see a

CreateDevice() with one of the parameters being D3DDEVTYPE_HAL

you need to change that to D3DDEVTYPE_REF

msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/reference/d3d/inter...

I tried this a while back (pre milestone1) and could never get it to work. But that was prolly just me..

good luck!
#2
04/26/2005 (2:52 pm)
Thanks, Kevin. It probably works fine but when I tried to use it the display bogged down so much that I couldn't even move the mouse to get the mission started. :-( I figured it would be slower but it was completely unusable. Oh well.
#3
04/26/2005 (7:40 pm)
That's what REF is all about. :)

It runs almost completely unoptimized, full precision code - which is mind numbingly slow. My suggestion is to make a journal in normal mode, run it back in REF, and be ready to take some screenshots the next day.
#4
04/27/2005 (12:16 am)
Another option is to try to debug your shaders in another tool like RenderMonkey.