Rendermonkey / FX Composer to hlsl tips.
by Andrew Edmonds · in Torque Game Engine Advanced · 04/02/2007 (3:11 am) · 6 replies
Hi all,
I have the full screen shader resource working great and want to start to play with some different full screen effects. I know the best way will be to learn hlsl which I will do but right now I'm concentrating on other stuff and am just after a 'quick fix' :o)
Has anyone had any success in converting FX Composer and / or RenderMonkey shaders to xxxxP.hlsl and xxxxV.hlsl files for full screen use?
Thanks...
I have the full screen shader resource working great and want to start to play with some different full screen effects. I know the best way will be to learn hlsl which I will do but right now I'm concentrating on other stuff and am just after a 'quick fix' :o)
Has anyone had any success in converting FX Composer and / or RenderMonkey shaders to xxxxP.hlsl and xxxxV.hlsl files for full screen use?
Thanks...
About the author
Formed in 2005, EiKON Games is an indie games development project based in the UK working on the tactical first person shooter "Epoch: Incursion". See the Join Us or Contact Us pages at http://www.eikon-games.com/
#3
Can I change and reload shader data in-game without having to restart the engine?
04/02/2007 (9:30 am)
Looks like there's going to be a lot of trial and error here :o)Can I change and reload shader data in-game without having to restart the engine?
#4
04/03/2007 (11:15 pm)
No each time your start TGEA it compiles your shaders, out of the box. Now that i think about it there might be a resource to change shaders at runtime, ill look and post if i find it, but even so it wouldn't be too hard to add. And as far as trial and error goes, take a look in shdrConsts.h and in the atlas folder there is also the atlas.h file has a lot of the specific that are used in the atlas shaders. Good luck!!:)
#5
04/03/2007 (11:43 pm)
I do think there is a way to do it manually by using the initmaterials and reloadmaterials by console but I'm honestly not sure if that is stock or using a user-submitted resource.
#6
@Bobby - yeah, I guess the shdrConsts.h file defines the constants that I need to use in my shaders files? I'll have a play around with it tonight.
04/04/2007 (12:04 am)
Excellent - thanks for the replies all. I had a flick through a book a bought a while ago on DirectX9 programming (here) that I've never really properly looked at since I bought it and discovered it has quite a nice section on HLSL. I read the first few HLSL chapters last night and already things make a bit more sense.@Bobby - yeah, I guess the shdrConsts.h file defines the constants that I need to use in my shaders files? I'll have a play around with it tonight.
Torque Owner Bobby Leighton
Imagn' Games