Quote: "The vertex / matrix transferring functions doesn't work."
Why is DGDK so broken...

Quote: "You can get around this by manually exporting the functions needed to create and set DBPro's built-in vectors / matrices as referred by indices and the shader functions taking those indices as parameters."
Ermm.... I'm sorry, I don't quite follow. This is the first time I've ever needed a shader in a game (before, simple transparency was good enough. 2D "shaders" that I've written before never required vectors/matrices, so I was kinda hoping that I wouldn't need to do mess with those... I'm not saying I can't, I just prefer not to.
Quote: "if you don't mind uploading your shader"
Yeah, I would, but I can't get it exported properly. DarkShader keeps crashing... It crashes frequently - no fault of my shader, it just doesn't like my computer...
Does DGDK handle shaders differently than DBPro? I used the example utilization of a shader with dynamic textures from the Dark Shader documentation (but modified it to work with C++, of course). The documentation told me to do this:
dbLoadEffect ( "myFX.fx", 1 );
//Prepare the dynamic texture
dbMakeCamera ( 1 );
dbColorBackdrop ( 1, dbRGB ( red, green, blue ) );
dbSetCameraToImage ( 1, 1, dbScreenWidth(), dbScreenHeight() );
//Appl the textures to the object
dbLoadImage ( "detail.bmp", 2 );
dbTextureObject ( 1, 0, 1 );
dbTextureObject ( 1, 1, 2 );
Does this not work for DGDK?
ALIEN(S)!!!!!!!!1!! (and sausages)