Game Development Community

TGEA & Shaders

by Yves Albuquerque · in Torque Game Engine Advanced · 02/12/2008 (8:59 am) · 3 replies

Hello!

I'm trying to use the Torque Game Engine Advanced demo in my notebook,
but it does not have vertex shaders support. So I tried to recompiled
it (I bought the SDK 1.0.3) to force software rendering.

I changed:

deviceFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;

to:

D3DCREATE_SOFTWARE_VERTEXPROCESSING;

with Microsoft Visual Studio C++ Express 2005, it compiles, but when
it runs I got a message

"Error: failed to open main.cs"

Can someone help me or indicate where I can get some?

Thank you.

#1
02/12/2008 (10:50 am)
Find the directive #ifdef TORQUE_NVPERFHUD and change to #ifndef TORQUE_NVPERFHUD
now TGEA supports Mixed VERTEXPROCESSING.
#2
02/12/2008 (11:00 am)
Set the working directory in the "debug" part of the project properties to the proper path and it should be fine.
#3
02/19/2008 (3:10 pm)
Hi,
I got interested in this thread because I have a Dell Laptop with an Intel965 Express videocard. The card runs DX9 examples which use pixel shaders. So I decided to change to Software Processing exactly as Ives did but also disabling the Pure Device (I got a runtime error unless Pure Device was off, CreateDevice was unable to initialize the D3D9Device object).

Well... it compiles but when I run It I got a lot of errors. Like the engine being unable to lock a surface or the engine requiring the surfaces to be square (I thought the bitmaps were loaded in square surfaces).

Anyway, I cant make it run in this computer and running in REF is too slow. If someone may add some additional information please tell me.

Luck!
Guimo