DXVertexShaderFile pathing bug
by Cliff · in Torque Game Engine Advanced · 07/15/2006 (7:06 pm) · 4 replies
When setting the DXVertexShaderFile, it does not appear to follow the same pathing rules as other paths in Torque.
If I set it to "~/assets/shaders/debugInteriorsV.hlsl" it cannot find the file, but if I set it to "data/assets/shaders/debugInteriorsV.hlsl", then it will load properly.
This most likely hasn't been noticed because most people have their shaders in a separate subdirectory in the game root directory, but I am not using the default organizational structure.
If I set it to "~/assets/shaders/debugInteriorsV.hlsl" it cannot find the file, but if I set it to "data/assets/shaders/debugInteriorsV.hlsl", then it will load properly.
This most likely hasn't been noticed because most people have their shaders in a separate subdirectory in the game root directory, but I am not using the default organizational structure.
#2
07/18/2006 (11:04 am)
Cool, thanks. What's the point, then, though? "~/data/assets/shaders/debugInteriorsV.hlsl" or "data/assets/shaders/debugInteriorsV.hlsl" - shorter to not use the twiddle, and either way, it defeats the purpose of the twiddle, doesn't it - which I had thought was to not require knowledge of what your MOD directory's name was?
#3
For instance, you cannot place it in an archive and expect TSE to load it. It will assert.
This might be related to your problem.
07/18/2006 (11:55 am)
I'm not sure but the shader folder does not behave in the same way as the other folders. This is probably because the code that reads it, doesn't go trough resourceManager but instead uses fileStream.For instance, you cannot place it in an archive and expect TSE to load it. It will assert.
This might be related to your problem.
#4
07/18/2006 (12:04 pm)
Yeah, I figured that was the problem... was mostly pointing it out because I would hope that this changes in the future.
Torque Owner Brian Ramage
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