-- [ Picked text/plain from multipart/alternative ] I'm working on a multipass shader, but I can't figure out how to correctly bind textures. Currently, I have my params: SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "base texture" ) SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "base texture" ) and I'm binding them using pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 ); pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE1 ); I'm using render targets for this, so my VMT looks like: "$frametexture" "_rt_FullFrameFB" " "$blurtexture" "_rt_SmallHDR1" The question is, what is the correct way to bind those textures to my samplers in the shader? I don't think pShaderAPI->BindFBTexture is correct, but using BindTexture is telling me that 'texture $frametexture is not a valid texture' or whatever the error is, unless I'm just doing it wrong. Thanks all,
Matt -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

