Dank dir Ello, war ein guter Tip. Jetz kann ich wenigstens schon ein dx8 von einem dx9 shader unterscheiden.
Habe alle Fehler so beseitigen können, das wird mir sicher noch nützlich sein. Danke nochmals.
Was ich jetzt nicht verstehe ist warum mein Grass einfach nur schwarz dargestellt wird und es keine Bewegung hat.



Hier noch der code:

Code:


///////////////////////////////////
// grass.wdl
bind <grass.fx>;


bmap grass_bild = <grass02.tga>;

/*
function makemips
{
bmap_to_mipmap(mtl.Skin1);

}
*/

material mat_grass
{
Skin1 = grass_bild;
//event = makemips;
}

Action grass_wave
{
fps_max = 60;
effect_load(mat_grass, "grass.fx");
wait(1);
my.material = mat_grass;
}




und hier die fx datei:

Code:


//texture entSkin1;

matrix matWorldViewProj;
matrix matWorldView;
vector vecFog;
vector vecTime;

technique grass
{
pass p0
{

vertexShaderConstant[0]=<matWorldViewProj>;
vertexShaderConstant[8]=<matWorldView>;
vertexShaderConstant[16]=<vecFog>;
vertexShaderConstant[32]=<vecTime>;


vertexShaderConstant[33]=(0.0f,0.5f,1.0f,2.0f); // common constants
vertexShaderConstant[34]=(-0.16161616f,0.0083333f,-0.00019841f,0.000002755731f);// (-1/3!,1/5!,-1/7!,1/9!)

vertexShaderConstant[35]=(4.0f,1.57079632f,3.14159265f,6.28318530f); // (4.0,pi/2,pi,pi*2)
vertexShaderConstant[36]=(1.07f,0.0f,0.0f,0.0f); // fixup factor

vertexShaderConstant[40]=(2.5f,1.0f,0.5f,0.1f); // wave distort x
vertexShaderConstant[41]=(5.0f,0.5f,0.25f,0.1f); // wave distort y
vertexShaderConstant[42]=(-1.0f,-0.01f,-0.04f,-0.01f); // wave distort z
vertexShaderConstant[43]=(-0.1f,-0.2f,0.1f,0.05f); // wave dir x
vertexShaderConstant[44]=(-0.005f,-0.01f,-0.005f,-0.0025f); // wave dir y
vertexShaderConstant[45]=(0.02f,0.04f,0.05f,0.1f); // wave speed
vertexShaderConstant[46]=(0.35f,0.1f,0.1f,0.04f); // lighting wave scale
vertexShaderConstant[47]=(0.6f,0.8f,0.3f,0.0f); // lighting scale bias



//vertexShaderConstant[64]= {20.0,20.0,20.0,20.0};



vertexShader=
asm
{


vs.1.1

dcl_position v0;
dcl_normal v3;
dcl_texcoord0 v7;
dcl_tangent v8;
//Stream 0;
mov r1.w,c16.w // r1.w=1
dp4 r0,v0,c10 // distance to camera position (v0 is the position without sinusodial warping!)
add r0,r0,-c16.x // distance-fog_start
mad r0.x,-r0.x,c16.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))


mul r0,c43,v0.x // use vertex pos x as inputs to sinusoidal warp
mad r0,c44,v0.y,r0 // use vertex pos y as inputs to sinusoidal warp

mov r1,c32.w // get current time
mad r0,r1,c45,r0 // add scaled time
frc r0.xy,r0 // take fraction of all 4 components
frc r1.xy,r0.zwzw
mov r0.zw,r1.xyxy

mul r0,r0,c36.x // multiply by fixup factor (due to inaccuracy of taylor series)
sub r0,r0,c33.y // subtract 0.5
mul r1,r0,c35.w // range -pi to pi

mul r2,r1,r1 // wave_vec^2
mul r3,r2,r1 // wave_vec^3
mul r5,r3,r2 // wave_vec^5
mul r7,r5,r2 // wave_vec^7
mul r9,r7,r2 // wave_vec^9

mad r0,r3,c34.x,r1 // wave_vec-(wave_vec^3)/3!
mad r0,r5,c34.y,r0 // +(wave_vec^5)/5!
mad r0,r7,c34.z,r0 // -(wave_vec^7)/7!
mad r0,r9,c34.w,r0 // +(wave_vec^9)/9!

dp4 r3.x,r0,c40
dp4 r3.y,r0,c41
dp4 r3.zw,r0,c42

sub r4,c33.z,v7.y // attenuate sinusoidal warping by (1-uv.y)^2
mul r4,r4,r4
mul r3,r3,r4

mov r2.w,v0
add r2.xyz,r3,v0 // add sinusoidal warping to grass position
m4x4 oPos,r2,c0 // transform position to clip space

dp4 r1.x,r0,c46 // scale and add sin waves together
mad oD0,c47.xzxz,-r1.x,c47.y // scale and bias color values (green is scaled more than red and blue)
mov oT0.xy,v7.xy // output uvs
//max oFog.x,r0.x,c33.x // clamp with custom max value
max oFog,r0.x,c95.w

};



pixelShader=
asm
{
ps.1.3
def c0,1,1,1,1
def c1,0,0,0,0
tex t0 // sample t0
mov r0,t0
cnd r0.a,r0.a,c0,c1 // if(r0.a>0.5){r0.a=1;}else{r0.a=0;}
mul_x2 r0.rgb,r0,v0 // modulate with lighting
};


}
}




Irgendwie denke ich es könnte an den vertexShaderConstants liegen...irgendjemand ne Idee in welcher Richtung ich suchen muss?

cheers