Shader Error
by Randy Hearn - Magnum · in Torque Game Engine Advanced · 01/31/2007 (9:15 pm) · 5 replies
Just downloaded and compiled the TSEA MS4_2.
I am getting an error when I run the debug and no video, and the error message is: Failed to open Shader Stream in ..shadergen\shadergen.cpp @67
After running Diag I get the following error in 2005 express:
F:\Torque\TGEA_MS4_2\tse\example\shaders\BaseInteriorP.hlsl(39): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
F:\Torque\TGEA_MS4_2\tse\example\shaders\lmapCubeP.hlsl(33): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
F:\Torque\TGEA_MS4_2\tse\example\shaders\diffBumpP.hlsl(33): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
F:\Torque\TGEA_MS4_2\tse\example\shaders\outerKnotP1_1.hlsl(37): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
Fatal: (f:\torque\tgea_ms4_2\tse\engine\shadergen\shadergen.cpp @ 67) Failed to open Shader Stream
Searches have not turned up much info. I have no errors/warnings in compile.
I am running 2 Nvidea GeForce 7600 GTs in SLI mode w/dual monitors. Not sure if this is causing a problem or not.
I have the latest video drivers as well.
Any suggestions?
I am getting an error when I run the debug and no video, and the error message is: Failed to open Shader Stream in ..shadergen\shadergen.cpp @67
After running Diag I get the following error in 2005 express:
F:\Torque\TGEA_MS4_2\tse\example\shaders\BaseInteriorP.hlsl(39): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
F:\Torque\TGEA_MS4_2\tse\example\shaders\lmapCubeP.hlsl(33): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
F:\Torque\TGEA_MS4_2\tse\example\shaders\diffBumpP.hlsl(33): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
F:\Torque\TGEA_MS4_2\tse\example\shaders\outerKnotP1_1.hlsl(37): warning X4707: texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_1 are always clamped from 0 to 1
Fatal: (f:\torque\tgea_ms4_2\tse\engine\shadergen\shadergen.cpp @ 67) Failed to open Shader Stream
Searches have not turned up much info. I have no errors/warnings in compile.
I am running 2 Nvidea GeForce 7600 GTs in SLI mode w/dual monitors. Not sure if this is causing a problem or not.
I have the latest video drivers as well.
Any suggestions?
About the author
Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.
#2
I tried both Winace and Winzip to unzip.
But when I reinstalled I get the following error on compile that I may have just overlooked earlier (sorry).
It states:
Warning 8 warning C4482: nonstandard extension used: enum 'GFXVertexColor::ColorOrdering' used in qualified name f:\tse\tse\engine\gfx\d3d\gfxd3ddevice.cpp 39
Other posts suggest changing this line, but it looks like this as already been done in the download.
02/01/2007 (8:33 pm)
Hey Brian thanks for the reply. I remember reading something about that in another post. I have full access to the shader directories.I tried both Winace and Winzip to unzip.
But when I reinstalled I get the following error on compile that I may have just overlooked earlier (sorry).
It states:
Warning 8 warning C4482: nonstandard extension used: enum 'GFXVertexColor::ColorOrdering' used in qualified name f:\tse\tse\engine\gfx\d3d\gfxd3ddevice.cpp 39
Other posts suggest changing this line, but it looks like this as already been done in the download.
#3
Then it dawned on me, when I downloaded the DirectX SDK, I grabbed the 2005 instead of the 2006 version.
Still get the warning above about Colorordering, but it compiles now and runs fine!
Thanks!
Sometimes it pays to walk away and come back and rethink your steps:)
02/01/2007 (9:27 pm)
Ok, I saw your other post and went back and read and read and read the instructions that were there.Then it dawned on me, when I downloaded the DirectX SDK, I grabbed the 2005 instead of the 2006 version.
Still get the warning above about Colorordering, but it compiles now and runs fine!
Thanks!
Sometimes it pays to walk away and come back and rethink your steps:)
#4
02/06/2007 (3:21 pm)
You have your SLI set for 2 monitor optimization and not one right?
#5
Actually it is optimized for 4 monitors (2 per card), but I am only running 2.
Loading up the newer DX9 SDK solved the problem.
02/06/2007 (5:34 pm)
You caught that -:))Actually it is optimized for 4 monitors (2 per card), but I am only running 2.
Loading up the newer DX9 SDK solved the problem.
Torque Owner Brian Ramage
Black Jacket Games