how did you find this?
On Thu, Feb 7, 2013 at 3:14 PM, Matt Lind <[email protected]> wrote: > Nevermind. Found information.**** > > ** ** > > ** ** > > // layer 0**** > > oOptions = oXSIFactory.CreateShaderParamDefOptions();**** > > oOptions.SetLongName( "layer_0" );**** > > oOptions.SetAnimatable( false );**** > > oOptions.SetTexturable( true );**** > > oOptions.SetInspectable( true );**** > > oOptions.SetAttribute( XSI::siReferenceFilterAttribute, > XSI::siShaderReferenceFilter );**** > > ** ** > > oInputParameterDefs.AddParamDef( "layer_0", > XSI::siShaderDataTypeReference, oOptions );**** > > ** ** > > ** ** > > ** ** > > ** ** > > ** ** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Matt Lind > *Sent:* Thursday, February 07, 2013 2:51 PM > *To:* [email protected] > *Subject:* SDK: ShaderDefs and related**** > > ** ** > > I have several shaders with parameters defined using .spdl files. I am > trying to update them to use Shader Definitions, but a few of the parameter > types are not documented in the manuals which leaves me scratching my head > a bit.**** > > ** ** > > From the .spdl: > > Parameter "layer 0" input**** > > {**** > > GUID = > "{3C30FA8E-06A5-4ED1-93D3-DA165801B60C}";**** > > type = rtrendercontext;**** > > texturable = on;**** > > animatable = off;**** > > }**** > > ** ** > > ** ** > > It’s an input parameter for a realtime shader which only accepts other > realtime shaders. The problem is the SDK manuals do not specify the > equivalent of ‘rtrendercontext’ parameter types using shader definitions. > Here is my best guess how to define such a parameter:**** > > ** ** > > // layer 0**** > > oOptions = oXSIFactory.CreateShaderParamDefOptions();**** > > oOptions.SetLongName( "layer_0" );**** > > oOptions.SetAnimatable( false );**** > > oOptions.SetTexturable( true );**** > > oOptions.SetInspectable( true );**** > > ** ** > > oInputParameterDefs.AddParamDef( "layer_0", > XSI::siShaderDataTypeStructure, oOptions );**** > > ** ** > > ** ** > > Anybody have ideas?**** > > ** ** > > ** ** > > ** ** > > Matt**** >

