Shader Semantics
by Robert Stewart · in Torque Game Engine Advanced · 11/24/2005 (11:22 am) · 6 replies
I'm just wondering if anyone can tell me what the equivelant of these FX Composer Semantics would be in Torque?
Here is what I know so far..
float3 g_LightDir : Direction; // Light's direction in world space float4 g_LightDiffuse : Diffuse; // Light's diffuse color float4 g_LightAmbient : Ambient; // Light's ambient color float4x4 g_mWorld : World; // World matrix for object float4x4 g_mWorldIT : worldinversetranspose; float4x4 g_mWorldView : WorldView; float4x4 g_mViewProj : ViewProjection; float4x4 g_mProjection : Projection; float4x4 g_mWorldViewProjection : WorldViewProjection; // World * View * Projection matrix float4x4 g_mViewInverse : ViewInverse; float3 g_upObjectSpace;
Here is what I know so far..
float3 g_LightDir : register(VC_LIGHT_DIR1);
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#2
11/24/2005 (12:54 pm)
Yea I am playing with Nvidia's FX composer now too it's sweet.
#3
I'm so confused about TSE's shader system right now.
11/24/2005 (4:07 pm)
What should I do if I have a shader that needs the worldinversetranspose. I'm thinking I need to hook it up in shdrconsts.h somehow.I'm so confused about TSE's shader system right now.
#4
11/24/2005 (4:39 pm)
Have you read through Brian's conversion resource? I can't imagine that RenderMonkey is all that different from any other solution out there.
#5
Also I have no problem converting my code to be used in a basic DirectX example, I also have no problem converting from rendermonkey to fx composer and vice versa.
11/24/2005 (5:53 pm)
Yes I have, although it only covers the viewprojection and eyepos.Also I have no problem converting my code to be used in a basic DirectX example, I also have no problem converting from rendermonkey to fx composer and vice versa.
#6
Some you wont need. If you post the whole shader(s), Im sure someone can talk you through porting it..
11/29/2005 (8:06 am)
You'll need to grab a good shader book or find a site that explains what each of these matrices actually are..Some you wont need. If you post the whole shader(s), Im sure someone can talk you through porting it..
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