Yup I mean in A6. I have Pro 6.31 latest version. I have the latest drivers for my GForce TI 4200 and I do have Directx 9.0c version.

I downloaded the fx files from the site and used effect_load() to load the fx file against the material. I also made sure I applied that material to an entity in wed. Here is my code:
Code:

//effect string
string base_vert_light = <toon2.fx>;

material box_mat {
flags = tangent;
}

action rotate_me {
my.material = box_mat;
while(1) {
my.pan += time / 2;
wait(1);
}
}

function load_shaders() {
effect_load(box_mat,base_vert_light);
wait(5);
}



I call load_shaders from main() so the effect will get loaded.

I have no problem with this process using the shader example in the manual, so I think it may be the fx files from the site, but it would be great if some of the shader gurus would take a look at some of the fx files from the site and jus see if that is the problem and how difficult it would be to use them in 3DGS.

All of these fx files that I have tryed are for GForce3, so my hardware should have no problem that I can think of pulling off these shaders, unless a GForce3 can do a higher p.s. & v.s. versions than mine.

Thanks for any help.

-raiden


"It doesn't matter if we win or lose, it's how we make the game."
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