Aah I get it, sorry, didn't see it right away.
Just changed it, and now it works :) thanks!
What would you think would be best performance wise, doing the separate calculations or doing it at once?
(like I did up till now)
Aah I get it, sorry, didn't see it right away.
Just changed it, and now it works :) thanks!
What would you think would be best performance wise, doing the separate calculations or doing it at once?
(like I did up till now)
Thanks,I'm trying it right away.
Do get some errors though when checking it using 'fxc.exe' from the DX sdk:
- working.fx(70,28): warning X3206: 'dot': implicit truncation of vector type
- working.fx(73,16): warning X3206: 'implicit truncation of vector type
- error X3501: 'main' entrypoint not found
compilation failed; no code producted
Could this have to do with DX10/DX9 compilation for the FX/ shader?
I'm using DX9 and read that in the SDK the compilations will be done based on syntax/ compilation of DX10 (and 11?).
If I open the same file in effectedit (also DX SDK) I don't get these errors.
Wíll try to figure out if there's a warning level or something in effectedit.
By the way strange that D3DXCreateEffectFromFile gives back a D3D_OK and the result is also as expected..
Any hints how to pick this up?
Good news, I got the compilation comparison done :)
Here are the 2 results (TXT files):
www.sierracosworth.nl/gamedev/output1.txt
www.sierracosworth.nl/gamedev/output2.txt
When I compare the results, both outputs are 100% the same.
Good to know this, so I can tweak the shader to how I can read and work with it best, without affecting the result/ performance.
Thanks again for your help.