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.kju [PvPscene]
Dec 16 2007, 21:15
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">w&#58;&#92;c&#92;Poseidon&#92;lib&#92;d3d9&#92;engdd9.cpp&#40;11570&#41; &#58; Unknown type of vertex shader
w&#58;&#92;c&#92;Poseidon&#92;lib&#92;d3d9&#92;engdd9.cpp&#40;11570&#41; &#58; Unknown type of vertex shader[/QUOTE]

Any idea guys? http://forums.bistudio.com/oldsmileys/smile_o.gif

Every help is very much appreciated&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

Linker Split
Dec 16 2007, 22:18
you used a wrong Vertex shader in some RVMATS http://forums.bistudio.com/oldsmileys/tounge2.gif
can you tell us when you get this error?

.kju [PvPscene]
Dec 17 2007, 09:33
Hm thats how it looks like.

It is basically the one from Solus adapted to our project.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">PixelShaderID = &#34;Terrain15&#34;;
VertexShaderID = &#34;Terrain&#34;;
ambient&#91;&#93; = {0.9, 0.9, 0.9, 1.0};
diffuse&#91;&#93; = {0.9, 0.9, 0.9, 1.0};
forcedDiffuse&#91;&#93; = {0.02, 0.02, 0.02, 1.0};
emmisive&#91;&#93; = {0.0, 0.0, 0.0, 0.0};
specular&#91;&#93; = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;

class Stage0 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;layers&#92;s_005_007_lco.paa&#34;;
texGen = 3;
};

class Stage1 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;layers&#92;m_001_004_lco.paa&#34;;
texGen = 4;
};

class TexGen3 {
uvSource = &#34;worldPos&#34;;

class uvTransform {
aside&#91;&#93; = {0.000977, 0.0, 0.0};
up&#91;&#93; = {0.0, 0.0, 0.000977};
dir&#91;&#93; = {0.0, -0.000977, 0.0};
pos&#91;&#93; = {-4.65625, 3.46875, 0.0};
};
};

class TexGen4 {
uvSource = &#34;worldPos&#34;;

class uvTransform {
aside&#91;&#93; = {0.000977, 0.0, 0.0};
up&#91;&#93; = {0.0, 0.0, 0.000977};
dir&#91;&#93; = {0.0, -0.000977, 0.0};
pos&#91;&#93; = {-4.65625, 3.46875, 0.0};
};
};

class TexGen0 {
uvSource = &#34;tex&#34;;

class uvTransform {
aside&#91;&#93; = {1.0, 0.0, 0.0};
up&#91;&#93; = {0.0, 1.0, 0.0};
dir&#91;&#93; = {0.0, 0.0, 1.0};
pos&#91;&#93; = {0.0, 0.0, 0.0};
};
};

class TexGen1 {
uvSource = &#34;tex&#34;;

class uvTransform {
aside&#91;&#93; = {10.0, 0.0, 0.0};
up&#91;&#93; = {0.0, 10.0, 0.0};
dir&#91;&#93; = {0.0, 0.0, 10.0};
pos&#91;&#93; = {0.0, 0.0, 0.0};
};
};

class TexGen2 {
uvSource = &#34;tex&#34;;

class uvTransform {
aside&#91;&#93; = {10.0, 0.0, 0.0};
up&#91;&#93; = {0.0, 10.0, 0.0};
dir&#91;&#93; = {0.0, 0.0, 10.0};
pos&#91;&#93; = {0.0, 0.0, 0.0};
};
};

class Stage2 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;travajih_mco.paa&#34;;
texGen = 0;
};

class Stage3 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;travajih_detail_nohq.paa&#34;;
texGen = 1;
};

class Stage4 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;travajih_detail_co.paa&#34;;
texGen = 2;
};

class Stage5 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;pisek_mco.paa&#34;;
texGen = 0;
};

class Stage6 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;pisek_detail_nohq.paa&#34;;
texGen = 1;
};

class Stage7 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;pisek_detail_co.paa&#34;;
texGen = 2;
};

class Stage8 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;pisekpoust_mco.paa&#34;;
texGen = 0;
};

class Stage9 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;pisekpoust_detail_nohq.paa&#34;;
texGen = 1;
};

class Stage10 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;pisekpoust_detail_co.paa&#34;;
texGen = 2;
};

class Stage11 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;mesto_mco.paa&#34;;
texGen = 0;
};

class Stage12 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;mesto_detail_nohq.paa&#34;;
texGen = 1;
};

class Stage13 {
texture = &#34;ace_island_base&#92;t&#92;data&#92;mesto_detail_co.paa&#34;;
texGen = 2;
};
[/QUOTE]

Linker Split
Dec 17 2007, 22:11
well, I&#39;ve never had a RVMAT for terrain material with all those stages... really dunno

.kju [PvPscene]
Dec 17 2007, 22:26
Thanks for looking into it Linker Split. http://forums.bistudio.com/oldsmileys/smile_o.gif

The code was taken and updated from Solus example island to
convert OFP islands to ArmA.