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[ 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
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