Are you compiling the shaders (fxc files) and the C++ shader code
(custom shader DLL)?  It sounds like you have one and not the other.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ted Maul
> Sent: Monday, June 19, 2006 12:58 PM
> To: [email protected]
> Subject: [hlcoders] DX9 SDK vertex lit shader problems
>
> This is quite long, sorry :P
>
> I'm using sdk_vertexlit_and_unlit_generic_bump_ps20 from the
> advanced folder in the SDK shaders.  It's completely
> unmodified -- the only change I've made is to spam the
> lighting information to console.
>
> This is what happens when the player model steps outside (and
> into the influence of the light_environment):
> http://img398.imageshack.us/img398/4522/dx9shaderproblem16zv.jpg
> http://img465.imageshack.us/img465/1517/dx9shaderproblem26co.jpg
>
> This is what it should -- and occasionally does -- look like.
> http://img263.imageshack.us/img263/4036/dx9shaderproblem36xm.jpg
>
> For some reason, there's a second light acting on the model
> that's being treated as a directional light (according to the
> lightCombo) even though it doesn't seem to be directional
> light (the direction is a unit vector in the x axis and the
> map has no lights of that type).  What's strange is that the
> other light can be either in the first or second light slot
> seemingly arbitrarily (though that lightCombo does specify
> two directional lights so it wouldn't matter if that light
> actually was directional).
>
> There are also similar problems that are less obvious when
> moving between lights inside buildings (point lights rather
> than directional)
> -- instead of the smooth lighting transition that happens
> with the default dx9 shaders, the lighting flickers when
> between some lights and switches instantly and seemingly
> arbitrarily around.  Changing all directional lights to
> behave light point lights in the shader itself improves the
> worst of the problems -- namely, the bright coloured lighting
> outside -- but the inconsistent lighting throughout levels is
> still a big problem.
>
> Has anyone else encountered this problem or have any ideas
> what might be causing it anyway?
>
> My best guess is that the lightCombo enumerations are out of
> sync with what the current engine uses (and maybe some other
> stuff is out too) but I don't think that's the whole story
> and I can't really see anything obvious that could be causing
> it and I don't think the much of the lighting code is exposed
> to mods.  I'd appreciate any help since we can't move on with
> writing some custom player shader effects for our mod until
> we have the basics working.
>
> If you need any more info just ask.  Thanks! :)
>
>
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