I find only one problem:
before VS all vertexes have different position
and after VS all 0...so how to fix it?
Problem with compile shader from file
see that column VTX in PostVS tab? 0 1 2 3...click one of those and debug your vertex shader. IDX are indices, looking that picture, they are not correct either. Am guessing, the homogeneous matrix is not being update in the shader. Debug and find it out
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4x4 worldViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// worldViewProj c0 4
//
vs_2_0
def c4, 1, 0, 0, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
mad r0, v0.xyzx, c4.xxxy, c4.yyyx
dp4 oPos.x, r0, c0
dp4 oPos.y, r0, c1
dp4 oPos.z, r0, c2
dp4 oPos.w, r0, c3
mov oD0, v1
mov oT0.xy, v2
// approximately 7 instruction slots used
if i understand correctly this is 0 vertex debug.
and Registry:
c4 (1.000,0.000,0.000,0.000) float4
v0 (909.163,59.139,-1585.124,1.000) float4
and what is wrong? I can post my VS too.
As far as I remember c# are constant registers and v# are output registers but don't remember much though. Debug your shader in via HLSL rather than going through the disassembled code...anyways, when debugging your shader monitor the value of variables from the variables tab. Look at the value of homogeneous matrix from that tab.
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well i asked there and sb tell me that i can multiply anything by a zero matrix and tend to get null vectors.
...
its my shader code...where can i multiply by a zero here?
...
float4x4 worldViewProj;
struct VS_INPUT
{
float3 position : POSITION;
float4 color0 : COLOR0;
float2 texcoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 hposition : POSITION;
float4 color0 : COLOR0;
float2 texcoord0 : TEXCOORD0;
};
VS_OUTPUT main( VS_INPUT IN )
{
VS_OUTPUT OUT;
float4 v = float4( IN.position.x,
IN.position.y,
IN.position.z,
1.0f );
OUT.hposition = mul( v, worldViewProj );
OUT.color0 = IN.color0;
OUT.texcoord0 = IN.texcoord0;
return OUT;
}
its my shader code...where can i multiply by a zero here?
well, use PIX to check the value of [color=#000000][size=2]
worldViewProj
in your shader. Am sure that matrix is not being updated in the shader from external sourceThis topic is closed to new replies.
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