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bmap_process #401254
05/15/12 21:36
05/15/12 21:36
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline OP
Member
jenGs  Offline OP
Member
J

Joined: Jul 2010
Posts: 283
Germany
Hi,
I have a dumb question about bmap_process.
You can give a Target and a Source map.
The manual say's that you can get the targetmap through the
"TargetMap" shader var.
But how do I get the source map, the second map you can pass through bmap_process.
MfG,
Patrick

Re: bmap_process [Re: jenGs] #401278
05/16/12 09:11
05/16/12 09:11
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi!

The TargetMap inside the shader is the SourceMap, and it is rendered over the TargetMap in the bmap_process. Yes, it is a bit confusing xP

Salud!

Re: bmap_process [Re: txesmi] #401279
05/16/12 09:29
05/16/12 09:29
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline OP
Member
jenGs  Offline OP
Member
J

Joined: Jul 2010
Posts: 283
Germany
Thank you laugh
Follow up question:
I have bitmap pointer that are no longer valid after some time.
I use them to blend through some panel states with bmap_process.
It seems, that the shader is still running after bmap_process and didn't like invalid pointer.
"Can't create DX Texture" it constantly say's.
Can somebody tell me how to stop the shader?

Re: bmap_process [Re: jenGs] #401281
05/16/12 10:22
05/16/12 10:22
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi!
I can't reproduce an error in A8. I tried deleting both bmaps with no problems. What 3dgs version are you using? Could you publish an example?

Salud!

Re: bmap_process [Re: txesmi] #401283
05/16/12 11:11
05/16/12 11:11
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
After executing bmap_process you have to copy the image, or it will stay a render target.

bmap_blit is your friend here.


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