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Re: VS/PS in and output semantics
[Re: jcl]
#140706
07/21/07 09:04
07/21/07 09:04
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Posts: 2,758 Antwerp,Belgium
frazzle
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Thanks for the feedback but some semantics just won't work, maybe I'll have to do a recheck about it in the msdn section from MS ^^
Cheers
Frazzle
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Re: VS/PS in and output semantics
[Re: frazzle]
#140707
07/21/07 12:06
07/21/07 12:06
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Joey
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Code:
float timer : TIME;
for example doesn't work. timer is always 0. to redefine my question: is there a reason why conitec implements their "own syntax" via vecTime here? why not sticking with ": TIME". it's the same with matWorldViewProj resp. ": WORLDVIEWPROJ". thanks, joey.
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Re: VS/PS in and output semantics
[Re: Joey]
#140708
07/21/07 17:38
07/21/07 17:38
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Posts: 2,503 SC, United States
xXxGuitar511
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It doesn't work because you are declaring it in the wrong order. And because neither timer nor TIME are valid semantics. Try vecTime... From MSDN: Quote:
Syntax Semantics are attached to function parameters like this:
[Parameter Modifiers] ParameterType ParameterName [: Semantic] [= Initializers]
- List of semantics and their descriptions - - Red: We do not use - - Yellow: I'm pretty sure we don't use
- VS INPUT BINORMAL[n] Binormal BLENDINDICES[n] Blend indices BLENDWEIGHT[n] Blend weights COLOR[n] Diffuse and specular color NORMAL[n] Normal vector POSITION[n] Vertex position in object space POSITIONT Transformed vertex position. POSITIONT tells the runtime that the vertex is transformed and that the vertex shader should not be executed. PSIZE[n] Point size TANGENT[n] Tangent - we use texcoord2 TESSFACTOR[n] Tessellation factor TEXCOORD[n] Texture coordinates
- VS OUTPUT COLOR[n] Diffuse or specular color. FOG Vertex fog. POSITION[n] Position of a vertex in homogenous space. Compute position in screen-space by dividing (x,y,z) by w. PSIZE Point size. TEXCOORD[n] Texture coordinates.
- PS INPUT COLOR[n] Diffuse or specular color. TEXCOORD[n] Texture coordinates. VFACE Floating-point scalar that indicates a back-facing primitive. VPOS (PS_3_0) Contains the current pixel (x,y) location.
- PS OUTPUT COLOR[n] Ouput color. DEPTH[n] Output depth.
TIME is just another semantic. ex: float3 vecTime : TIME;
Then later in your shader you would reference TIME, NOT vecTime
... Out.Tex = In.Tex * TIME.w; ...
Not sure what that above line would actually do, but it's just an example 
Last edited by xXxGuitar511; 07/21/07 17:40.
xXxGuitar511 - Programmer
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Re: VS/PS in and output semantics
[Re: xXxGuitar511]
#140709
07/22/07 17:49
07/22/07 17:49
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frazzle
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Thanks for the effort Guitar  I'll wait until jcl has made the final decision to conclude this thread. Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: VS/PS in and output semantics
[Re: jcl]
#140711
07/23/07 09:04
07/23/07 09:04
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frazzle
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Oke, thanks for the clear up  Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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