Material or shader directory path?
by Vicente Buendia · in Torque 3D Professional · 10/15/2009 (6:17 pm) · 3 replies
Hello.
I've tried packaging, and first time I run installed program in "program files" directory, no problem, but the second time, objects seem to be as if they only had ambient ilumination/texture, and the same ambient for all. No shadows, no lights...
I think it must be a directory problem but... first time it goes well!
Please could you give me any idea?
I've tried packaging, and first time I run installed program in "program files" directory, no problem, but the second time, objects seem to be as if they only had ambient ilumination/texture, and the same ambient for all. No shadows, no lights...
I think it must be a directory problem but... first time it goes well!
Please could you give me any idea?
#2
10/15/2009 (7:23 pm)
Caching to disk is only useful if your game is ready to ship and you have TONS of different procedural shaders (so you can ship your game with the procedural shaders pre-generated for faster loading) or if you need to check the generated shader output.
#3
the thing is that the game didn't find the shaders, unless I copied the installed game to "c:\Torque" directory, or used the original from the toolbox. When I used the installed game in "c:\Program files\", the second time I executed it, it gave that problem.
10/15/2009 (7:31 pm)
Thanks Manoel,the thing is that the game didn't find the shaders, unless I copied the installed game to "c:\Torque" directory, or used the original from the toolbox. When I used the installed game in "c:\Program files\", the second time I executed it, it gave that problem.
Torque Owner Vicente Buendia
Default Studio Name
I think it's solved.
/// This is the path used by ShaderGen to cache procedural
/// shaders. If left blank ShaderGen will only cache shaders
/// to memory and not to disk.
$pref::video::shaderGenPath = ""; <-- put shaderGenPath = "" in prefs.cs and defaults.cs
Greetings!!