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silly question about FX Composer

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Hi I'm a newbie in HLSL shader programming. I tried to implement a basic lighting model, diffuse + specular + ambient, in FX Composer. Althoug it is a default shader in FX Composer, I wanted to do it my self ( as a "Hello world" program), I followed the model found in "The CG tutorial", and the shader is not working the way it should. I took a look at the default FX Composer's shader. It calculates the eye vector using a World Space matrix while in Cg is used a viewProjection matrix, and light vectors are obtained in different way, in FX Composer a inverse transpose matrix is needed, and Cg's examples work with a common ViewProj matrix. Why those differences? Which one is the corret approach? //pdta: could you give a web link where I can find a detailed explannnation about semantics and annotations present n FX Composer [Edited by - papitorico on June 25, 2007 3:15:40 PM]

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I'm afraid I can't answer your question. But because you stated that your a newbie you may find the following useful:
>HLSL Intrinsic Functions. I know it helped me a lot when I just started messing around with HLSL. I'm still pretty much a newbie at it, but slowly getting the hang of it.

-Paul

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Hi, I have a problem with both FX Composer 2 Beta and with FX Composer 1.8.
I get error on startup: "Common Language Runtime Debugging Services..."

Here's my info:
GPU: GeForce FX 5200
DirectX: 9.0c
DX SDK: Microsoft DirectX SDK (February 2006), and

.NET 2.0 - MS Visual Studio 2005

Any suggestions??

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Hi Kenan, try updating your DX SDK, I have the same problem with FX Composer 2 beta, but FX Composer 1.8 runs perfectly on my PC (a very old one PIII, gForce FX 5500, DX SDK Sept 2006),

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