Well I hope I have understood your question. You have to bind the texture you copied from the frame buffer (the current rendered view) to a texture unit with pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 ); You have to bind the other textures with BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); whrere BASETEXTURE should be replaced by your param. Take a look at the example in "authoring shaders" and sdk_postprocess.
2005/6/5, r00t 3:16 <[EMAIL PROTECTED]>: > The shader I made uses 2 textures in the program im using to create the > shader. > > I am having a hard time figure out however how to implement this shader into > the game. > > Texture0 in my shader needs to be the view of the player > Texture1 is my other texture I need which isn't the problem. > > How do I specify in the shader that screenspace is Texture0 ? > or would Texture0 be the frame buffer? _rt_FullFrameFB would be Texture0 > in the .vmt it would be "$basetexture" "_rt_FullFrameFB" > Texture1 would be "texture2" "path/to/texture" > > Hope that makes sense.... > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

