ok i understand what the problems are.. its really quite simple.. i dont have time to correct this shader line by line as im not using this one anymore.. but bascially here are some pointers to remember: 1)in vertex shader constant definitions use {} instead of ()..using the () will generate an error saying 'comma expression used where an initializing list expected'. 2)make sure you use the new Dx9 vertex shader declarations.. and put them under the vs_1_1 version number in the asm body. 3)if you get "uninitialized component" error it is often because you multiplied a register by a matrix that doesnt contain enough components.. for instance.. if you use a 3x3 matrix and then use the 'w' component of that register later you will get this error.. the quick way to fix this is to simply use 4x4 matrixes.. 4)an error mentioning "scalar" errors should refer to the 'oFog' output register. for instance.. use 'mov oFog,c95.x' instead of oFog.x ..if you swizzle the oFog now it will give you an error saying 'scalar components cant be masked'.
there may be other things in there that wont work but it shouldnt be too big a job to go through and correct it. The error messages are nice and detailed..this is huge pain to for some of us..especially if you have a lot of long shaders to fix.. oh well..
Is It possible and practical with the a6.3.0 beta to apply normal mapping to level geometry? I got bump mapping to work nearly on level geometry but it was always out of alignment.
Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Drew]
#30303 09/23/0423:5309/23/0423:53