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Jake Rivers

Member Since 23 Oct 2000
Offline Last Active Mar 06 2015 05:58 PM

Posts I've Made

In Topic: SetShaderResource and SetSampler to the same Slot?

06 March 2015 - 06:01 PM

Aaaahh.... Right.. that makes total sense... I was handling it as if each texture required a sampler for its own...  how dumb!

 

Thanks!


In Topic: Should I use the gradient to get the Normal of a Sin wave?

12 January 2015 - 05:37 PM

Thanks Brother Bob!

 

That was the trick... although I'm using a left handed coordinate system, so had to use positive 1 instead, and that seems to work properly.


In Topic: Using some ConstantBuffer values causing CreateShader to fail

18 August 2013 - 06:34 PM

In the end the problem was that I wasn't loading the compiled shader as a binary file, so, sometimes the file read was interrupted before the actual end, thus the CreateVertexShader() caused an E_INVALIDARG because the size of the vs data did not match the actual size of the shader.

 

dogh!...

 

anyways!... thanks for the help!


In Topic: Using some ConstantBuffer values causing CreateShader to fail

18 August 2013 - 10:56 AM

Thankyou MJP,

 

Didn't know about the debug layer until now, I think I better start from there!

 

thanks!


In Topic: Using some ConstantBuffer values causing CreateShader to fail

17 August 2013 - 08:38 PM

Thanks Juliean,

 

In this particular case I'm precompiling the shader (I'm targeting Win8, so no effects framework, etc), and then I'm loading the compiled data to my app.

 

However, the error is not at compile time (it compiles just fine), but at creation time when calling:

g_pDirect3D->CreateVertexShader( pVSData, vsSize, nullptr, &g_pVertexShader );

So it just doesn't make sense to me that by using "sin( value0 )"  the shader compiles, creates and runs without problems, but when using "sin( value1 )" the shader still compiles fine but cannot be created.

 

I just don't know what might be causing it unsure.png

 

 

thanks!


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