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Shader declaration

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hi all I'm working on toon shader and I need to address two 1 dimensional texture coordinates, but while coding in D3D 9, I just can't get my declaration object sut up properly when I do so: { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, { 0, 24, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, //{ 0, 28, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, (D3DDECLUSAGE_TEXCOORD,1), 0 }, D3DDECL_END() when I uncomment the last line, the declaration object crashes up, what is going wrong here? I suppose it should be possible to work with a FLOAT2? am I right?

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the last variable of a D3DVERTEXELEMENT9 is the usage index. In HLSL, it's like POSITION0, POSITION1, POSITION2, TEXCOORD0, TEXCOORD1, etc. Not using an integer after the type is simply considered as index 0.

{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 28, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },

I've never used a 1 dimensional texture coordinate though, can't guarantee that it works, but you should just use a D3DDECLTYPE_FLOAT2 like so.

{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },

by the way, include <stddef.h> and you can use the offsetof macro

{ 0, offsetof(the_structure, position), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, offsetof(the_structure, normal), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, offsetof(the_structure, texture_coord), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },

[Edited by - Lee_ on June 1, 2005 9:58:06 AM]

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lol. I just realized that "(D3DDECLUSAGE_TEXCOORD,1)" ignores D3DDECLUSAGE_TEXCOORD and sets it to 1 which is D3DDECLUSAGE_BLENDWEIGHT.

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