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VS/PS in and output semantics #140696
07/12/07 13:00
07/12/07 13:00
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline OP
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frazzle  Offline OP
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Antwerp,Belgium
Another user and I have tested with some HLSL examples including VS/PS in and output semantics. It seems 3dgs doesn't support the following semantics:

: VFACE
: VPOS
: WORLDVIEWPROJECTION
: DIFFUSE

Those last two are a part of DXSAS which is part of D3DX effect files framework. Don't know if that is one of the reasons but I just wanted to check why it isn't supported.

Thanks in progress

Frazzle


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Re: VS/PS in and output semantics [Re: frazzle] #140697
07/14/07 19:30
07/14/07 19:30
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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matWorldViewProj definatly works

Not sure about diffuse, but it looks like someone used it as a label.

vFace & vPos I've seen in the reference, but never in a shader. So I'm not sure of it's use and I don't think GS supports it...


xXxGuitar511
- Programmer
Re: VS/PS in and output semantics [Re: xXxGuitar511] #140698
07/14/07 21:03
07/14/07 21:03
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline OP
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frazzle  Offline OP
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Quote:


matWorldViewProj definatly works
...




Are you refering to the matrix variable (uniform input) or are you indicating towards a semantic. Sorry for the question but I thought that they wrote the semantic like WORLDVIEWPROJECTION without the mat

Cheers

Frazzle


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Re: VS/PS in and output semantics [Re: frazzle] #140699
07/14/07 23:40
07/14/07 23:40
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SC, United States
xXxGuitar511 Offline
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I meant they might have used it as:

float4x4 matWorldViewProj : WORLDVIEWPROJ;
texture entSkin1 : DIFFUSE;

So you could further use DIFFUSE & WORLDVIEWPROJ if the inputs (entSkin1, ..) changed...


xXxGuitar511
- Programmer
Re: VS/PS in and output semantics [Re: xXxGuitar511] #140700
07/15/07 11:38
07/15/07 11:38
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline OP
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frazzle  Offline OP
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Oke, I understand you point now but it's the problem of using ': WORLDVIEWPROJ'
with any other matrix which is used as uniform input data. For diffuse, I haven't checked it with a texture yet but with an example of this sort the problem occurs:
Code:

float4 testcolor : DIFFUSE;



But I'm waiting for a clear answer from jcl or Doug who might explain it ^^

Cheers

Frazzle


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Re: VS/PS in and output semantics [Re: frazzle] #140701
07/18/07 12:17
07/18/07 12:17
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline OP
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frazzle  Offline OP
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Any ideas ??

Cheers

Frazzle


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Re: VS/PS in and output semantics [Re: frazzle] #140702
07/18/07 13:04
07/18/07 13:04
Joined: Jul 2000
Posts: 28,051
Frankfurt
jcl Offline

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jcl  Offline

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Frankfurt
Semantics are used in a shader just as shown in the example by xxxGuitar511.

The rendering engine passes vertices to the shader. The five semantics POSITION, NORMAL, TEXCOORD0..TEXCOORD2 are automatically assigned to the 5 components of the vertex structs. All further semantics are unassigned by default. It is up to you to assign and use them in the shader if you want.

Re: VS/PS in and output semantics [Re: xXxGuitar511] #140703
07/18/07 14:05
07/18/07 14:05
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline OP
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frazzle  Offline OP
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I actually know what semantics do but thanks for clearing up
But the question was if the following semantics are supported by 3dgs ??

: VFACE
: VPOS
: WORLDVIEWPROJECTION
: DIFFUSE

WORLDVIEWPROJECTION works with matWorldViewProj but I wonder if it does work with other uniform input data ?? The same counts for the rest of those semantics.

Thanks in progress

Frazzle


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Re: VS/PS in and output semantics [Re: frazzle] #140704
07/18/07 17:35
07/18/07 17:35
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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we meant all of them (except for the dx10 stuff, obviously):
http://msdn2.microsoft.com/en-us/library/bb509647.aspx#VS

and these uniform input semantics (sorry, the site is broken the time i post this: right click and view source of the xml file, there's a list with the semantics). exclude the fx composer only stuff (marked with a comment):
http://www.bitmanagement.de/developer/contact/examples/shader/fxcomposer/fxmapping.xml

thanks,
joey.

Re: VS/PS in and output semantics [Re: Joey] #140705
07/20/07 09:47
07/20/07 09:47
Joined: Jul 2000
Posts: 28,051
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 28,051
Frankfurt
I am still not sure if you understood my response. Semantics are not "supported by 3DGS", they are a shader element and part of the HLSL. Of course you can use all the semantics that you listed. You just need to declare them in your shader code.

You can find an explanation of semantics and many examples in the DirectX documentation.

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