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Vertex Program Problem

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Hey, Currentlly im trying to implement bump maping with lighting into my engine. Ive got bump mapping to work, and implementing the actuall code for the lighting isn't my problem. My problem is whenever I set the vertex program to be active, my world doesn't render. Im using DirectX 9, with assembler coding(im using FXC to compile the shader to the assembler shader langugage). Any Ideas?

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Hey there eviltwigflipper,
How are you doing buddy?

The Problem
Your scene does not render after you set the shaders

The Solution
There might be a few problems here.
I am going to try and list as many as I can think of..

1) Makes sure you are rendering your entities after you set your Shaders.
2) Have you computed the color of your pixels in the pixel shader?
3) Have you extract the color information from the texture?
4) Have you set the pixel shader aswell as the vertex shader?
such as:
IDirect3DDevice9::SetVertexShader(...);
IDirect3DDevice9::SetPixelShader(...);
5) Have you set your constants to use with your shader?
such as:
IDirect3DDevice9::SetVertexShaderConstantF(...);
IDirect3DDevice9::SetVertexShaderConstantB(...);
IDirect3DDevice9::SetVertexShaderConstantI(...);

I hope this helps a bit buddy.
Take care.

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yeah it works when I have just have the pixel shader set. Then when I activate the vertex shader(they are both running at this point) then it stops drawing the world.

Yes in the pixel shader I compute the texture output correctlly. Ill post here for reference.

Vertex Delcarations:
[source lang=cpp]
D3DVERTEXELEMENT9 decl[] =
{
{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},
D3DDECL_END()
};
sys_data.g_pd3dDevice->CreateVertexDeclaration(decl, &sys_data.m_VSDecl);



Heres the vertex shader im using.
[source lang=cpp]
float4x4 view_proj_matrix;
float3 view_position;

struct VS_OUTPUT
{
float4 Pos : POSITION;
float3 Normal : TEXCOORD0;
float3 view : TEXCOORD1;
};

VS_OUTPUT main( float4 inPos : POSITION, float3 inNorm : NORMAL)
{
VS_OUTPUT Out = (VS_OUTPUT) 0;

Out.Pos = mul(view_proj_matrix, inPos);

Out.Normal = inNorm;

Out.view = normalize(view_position - inPos);

return Out;
}



Heres the compiled version:
[source lang=cpp]
vs_1_4
dcl_position v0
dcl_normal v1
mul r0, v0.y, c1
mad r0, c0, v0.x, r0
add r1.xyz, -v0, c4
mad r0, c2, v0.z, r0
dp3 r2.x, r1, r1
mad oPos, c3, v0.w, r0
rsq r0.w, r2.x
mul oT1.xyz, r1, r0.w
mov oT0.xyz, v1



My Pixel Shader:
[source lang=cpp]

sampler NormalImage;
sampler DiffuseImage;

float4 main(float3 Normal: TEXCOORD1,
float2 Diffuse: TEXCOORD2) : COLOR
{
float4 NormalTex = tex2D(NormalImage, Normal);
float4 diffuseTex = tex2D(DiffuseImage, Diffuse);

float3 bias = clamp(NormalTex.rgb, -1, 1);

float3 bumpMap = dot(diffuseTex, bias);

return diffuseTex * float4(bumpMap,0.0);
}

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