Import FX And Free Web Hlsl Codes
by MOHAMMAD · in Technical Issues · 06/13/2008 (5:06 pm) · 10 replies
In The Name Of Allah
hi
i like a import format file .fx Of Fx Composer to TGEA
I Working a fx composer
i like a site for download free hlsl codes
and i like new hlsl code for Tgea
do is a slow motion code foe Tgea
hi
i like a import format file .fx Of Fx Composer to TGEA
I Working a fx composer
i like a site for download free hlsl codes
and i like new hlsl code for Tgea
do is a slow motion code foe Tgea
About the author
#2
06/23/2008 (5:04 am)
So, what's the purpose of EffectData here?
#3
However, at the moment, the effects code isn't used anywhere and since it won't work with the material system (yet), it is really only useful to people working directly with the engine code. Initially, I wrote it for a new Atlas rendering path that hasn't yet found its way into something releasable.
06/23/2008 (7:11 am)
Well, rendering code can use the effect data to render stuff. It works just the same as ShaderData only with the advantages inherent to the FX format (techniques, named parameters, etc).However, at the moment, the effects code isn't used anywhere and since it won't work with the material system (yet), it is really only useful to people working directly with the engine code. Initially, I wrote it for a new Atlas rendering path that hasn't yet found its way into something releasable.
#4
06/23/2008 (7:32 am)
It seems quite interesting!
#5
06/23/2008 (10:14 am)
Can i use a .fx effects in tgea 1.7.0
#6
06/23/2008 (10:46 am)
No, effectData was only added in TGEA 1.7.1.
#7
thanks for helping
wraiting my .fx effects in materials.cs or main.cs or...?
and what i needing to rendering code?
please saying about using rendering code
06/23/2008 (11:51 pm)
Okthanks for helping
wraiting my .fx effects in materials.cs or main.cs or...?
and what i needing to rendering code?
please saying about using rendering code
#8
I suppose you want to use .fx files for materials in Torque. In this case, the material system would have to be extended to support effects in addition to shaders. I promise, I'll be taking a look at this the next days and, if I can get it done quickly, will give it a shot.
PS: BTW, this is of course all DX9-specific.
06/25/2008 (2:27 am)
The whole thing is probably less useful to you, Mohammad, than you imagine at the moment. What you need to use .fx effects is custom rendering code in the engine.I suppose you want to use .fx files for materials in Torque. In this case, the material system would have to be extended to support effects in addition to shaders. I promise, I'll be taking a look at this the next days and, if I can get it done quickly, will give it a shot.
PS: BTW, this is of course all DX9-specific.
#10
You could possibly port your .fx file to HLSL is you're willing to learn how to do so.
06/28/2008 (1:56 pm)
Nope no support for DX10 or SM4 OpenGL extensions in the engine right now.You could possibly port your .fx file to HLSL is you're willing to learn how to do so.
Associate Rene Damm
new EffectData( MyEffect ) { DXEffectFile = "path/to/my/effect/file.fx"; // You can optionally specify a named pool for shared parameters. Pool = "MyEffectPool"; };However, as such this won't do you any good since you need rendering code in the engine that makes use of the effect. Currently, effects cannot be used like shaders for materials.