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Dark GDK / How to pass a vector array to a shader?

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_Pauli_
AGK Developer
14
Years of Service
User Offline
Joined: 13th Aug 2009
Location: Germany
Posted: 13th May 2010 00:20
Hey,
I'm trying to figure this out. Unfortunatly there is no command for this in DarkGDK.

So, here is what I have so far:



I thought that would do it, but I get an unhandled exception pointing to the line with 'D3DXHANDLE hParam = (...)'!
What could be wrong here?
I don't use DirectX stuff often so I'm stuck right now...
Has anybody experience with this?

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
_Pauli_
AGK Developer
14
Years of Service
User Offline
Joined: 13th Aug 2009
Location: Germany
Posted: 13th May 2010 00:58
Ok, I have this fixed.

There was a problem with the model that the effect was applied to.
Somehow my described method above doesn't seem to work with loaded objects (from .x-files).
But it works with DarkGDK primitives. The good thing is that when you pass the array to a shader effect, the change becomes effective on all objects that use the same effect!
So you can just create a temporary cube, apply the effect to it and make your changes.

Hope this helps someone.

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.

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