Jump to content
  • Advertisement
Sign in to follow this  
soconne

Loosing Projected TexCoords When Pixel Shader Enabled?

This topic is 5136 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

For some reason if I enable pixel shaders I loose my projected texture coordinates. Here is a screenshot without shaders enabled. http://cs.selu.edu/~soconnell/screen2.jpg Here is a screenshot with pixel shaders enabled http://cs.selu.edu/~soconnell/screen1.jpg All my shader does is the following: float4 main(in float4 wpos : WPOS, float2 tex0coords : TEXCOORD0, uniform sampler2D tex0 : TEXUNIT0): COLOR { float4 a = tex2D(tex0, tex0coords); return a; } Anybody know why the texture coordinates get screwed up? I don't have vertex shaders enabled, so why would it loose the values?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!