• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
sas_x86

Cannot find texture in my effect file

3 posts in this topic

Hello All.
I have some problem with my shader. I have function which sets variables in my pixel shader. It works fine for all my shaders, but not for this

[code]float4x4 xView;
float4x4 xProjection;
float4x4 xWorld;
float3 xCamPos;
float3 xAllowedRotDir;
Texture xBillboardTexture : TEXTURE0;
sampler textureSamplerTree = sampler_state
{
texture = <xBillboardTexture>;
magfilter = LINEAR;
minfilter = LINEAR;
mipfilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
struct BBVertexToPixel
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct BBPixelToFrame
{
float4 Color : COLOR0;
};
BBPixelToFrame BillboardPS(BBVertexToPixel PSIn)
{
BBPixelToFrame Output = (BBPixelToFrame)0;
Output.Color = tex2D(textureSamplerTree, PSIn.TexCoord);
return Output;
}
/*Vertex shader not important*/
BBVertexToPixel CylBillboardVS(float3 inPos: POSITION0, float2 inTexCoord: TEXCOORD0)
{
BBVertexToPixel Output = (BBVertexToPixel)0;
float4 inPosTmp = float4(inPos, 1);
float4 center = mul(inPosTmp, xWorld);
float3 eyeVector = center.xyz - xCamPos;
float3 upVector = xAllowedRotDir;
upVector = normalize(upVector);
float3 sideVector = cross(eyeVector,upVector);
sideVector = normalize(sideVector);
float3 finalPosition = center.xyz;
finalPosition += (inTexCoord.x-0.5f)*sideVector * 5.0f;
finalPosition += (1.5f-inTexCoord.y*1.5f)*upVector * 5.0f;
float4 finalPosition4 = float4(finalPosition, 1);
float4x4 preViewProjection = mul (xView, xProjection);
Output.Position = mul(finalPosition4, preViewProjection);
Output.TexCoord = inTexCoord;
return Output;
}[/code]

Now my setter function
[code]HRESULT Shader::SetTexture(IDirect3DTexture9 * baseTexture, char * var_name)
{
D3DXHANDLE handle;
handle = pdxVertexConstants->GetConstantByName(NULL, var_name);
if (localDevice && pdxPixelConstants && (handle = pdxPixelConstants->GetConstantByName(NULL, var_name)))
{
DWORD shaderSamplerIndex = pdxPixelConstants->GetSamplerIndex(handle);
localDevice->SetTexture(shaderSamplerIndex, baseTexture);
return S_OK;
}
return E_FAIL;
}[/code]

and always GetConstantByName(NULL, "xBillboardTexture") returns me NULL.

I can't understand where is problem.
0

Share this post


Link to post
Share on other sites
[quote name='NightCreature83' timestamp='1329161779' post='4912698']
Have you tried just using the GetSamplerIndex with the constant name?
[/quote]
thanks a lot.
I add this unpleasant code
[code] handle = pdxVertexConstants->GetConstantByName(NULL, var_name);
if (strcmp(var_name, "xBillboardTexture") == 0)
{
HRESULT res = localDevice->SetTexture(0, baseTexture);
return res;
}[/code]
0

Share this post


Link to post
Share on other sites
[quote name='sas_x86' timestamp='1329197395' post='4912895']
[quote name='NightCreature83' timestamp='1329161779' post='4912698']
Have you tried just using the GetSamplerIndex with the constant name?
[/quote]
thanks a lot.
I add this unpleasant code
[code] handle = pdxVertexConstants->GetConstantByName(NULL, var_name);
if (strcmp(var_name, "xBillboardTexture") == 0)
{
HRESULT res = localDevice->SetTexture(0, baseTexture);
return res;
}[/code]
[/quote]
Thats an extremely hardcoded version of setting sampler 0, why?
[code]
D3DXHANDLE handle;
handle = pdxVertexConstants->GetConstantByName(NULL, var_name);
if (localDevice && pdxPixelConstants && (handle = pdxPixelConstants->GetConstantByName(NULL, var_name)))
[/code]
That line doesn't make sense in your original code anyway as you are overwriting handle of a vertex texure with that of a pixel texture. Assignments in an if aren't nice anyway especially when there are more arguments in the condition.
But I have a feeling that just using GetSamplerIndex with your constant name will work as D3DXHANDLES are just strings anyway.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0