Quote:
Originally Posted by Torpedo
I have no moon so i've changed in E5.0 the values
in MoonPS.fx :
//return float4(tex2D(MoonTexture, In.Tex0).w, 0, 0, 0.1);
//return tex2D(MoonTexture, In.Tex0);
//return float4(tex2D(MoonTexture, In.Tex0+0.0).xyz, 0.1);
in
//return float4(tex2D(MoonTexture, In.Tex0).w, 0, 0, 1);
//return tex2D(MoonTexture, In.Tex0);
//return float4(tex2D(MoonTexture, In.Tex0+0.0).xyz, 1);
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has no impact because all is commented out (//...) and thus will not be executed by the shader unit on the graphic card.
Quote:
Originally Posted by Torpedo
and in MoonVS.fx :
Out.ProjPos = mul( In.Pos, matWVP);
Out.Tex0 = In.Tex0.1;
in
Out.ProjPos = mul( In.Pos, matWVP);
Out.Tex0 = In.Tex0;
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and now I have my lovely moon!!!!
that is the right fix!
In.Tex0 holds as value the texture coordinate of the moon.dds and is used as input for the vertex shader. The vertex shader must returned this value in the output structure so that afterwards the pixel shader can use it as input and display the texture on the moon model.
it seems there were some kind of wrong text replacements, where all 0 were changed to 0.1