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 



 


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