If the shader will crash at 3 passes, why not loop the render 10 times, and save the output as a temp ent at the end of the 3rd pass each time?
Is the fur going to be on the player, or will the player see it close up? if not then make a quick, and dirty fur engine where it will extend the length of the fur by 2x instead of 0.25? -------- Owner Nigredo Studios http://www.nigredostudios.com --- On Thu, 30/12/10, Chris Green <cgr...@valvesoftware.com> wrote: From: Chris Green <cgr...@valvesoftware.com> Subject: Re: [hlcoders] 30 pass shader? To: "'Discussion of Half-Life Programming'" <hlcoders@list.valvesoftware.com> Received: Thursday, 30 December, 2010, 9:33 AM A glance at the code makes it look like no more than 4 passes are supported. You could work around this by drawing the mesh multiple times. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher Harris Sent: Monday, December 27, 2010 10:56 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] 30 pass shader? I’ve been trying to write a 30 pass shader and have been having some issues. Basically I saw that to make a single pass in a shader is basically: SHADER_DRAW { SHADOW_STATE { //Set us up the shader } DYNAMIC_STATE { //Set us up the shader } Draw(); } So I put that in a for loop and it will only do 3 passes, if I try to go more times it will crash in materialsystem.dll (Where NUM_LAYERS is the number of passes or layers I need in my fur shader) SHADER_DRAW { for(int i = 0; i < NUM_LAYERS; i++) { SHADOW_STATE {} DYNAMIC_STAT {} Draw(); } } Is it possible to do a 30 pass shader? I was working on a basic fur shader which is done by taking the normal and for each pass move up along the normal slightly. Chris -----Inline Attachment Follows----- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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