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****
>

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