Jump to content
  • Advertisement
Sign in to follow this  
genesys

Pointsprites and HLSL shaders

This topic is 4268 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

It's driving me crazy! Is there any way to get an unclamped float3 value from the VertexShader to the PixelShader when using PointSprites? I can't use the TEXCOORD streams, since DirectX seams to bypass all values in the TEXCOORDs just by [0,1][0,1] so it's even impossible to alter the texture coordinates. The COLOR streams seems to get clamped to above 0 - so i can't pass negative values in the COLOR streams. If i try to use NORMAL0 to pass it (or any other more exotic stream than COLOR or TEXCOORD) my shader doesn't compile! Argh! i just want to create phong-shaded pointSprites (fake-geometry) . . . Any ideas?? Thanks!

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!