Game Development Community

fullscreenFX port help

by deepscratch · in Torque 3D Professional · 05/28/2009 (7:57 am) · 25 replies

hi, I've ported the fullscreenFX resource to T3D, with out problems, but when I run the game, it throws an "unhandled exception" "access violation reading location 0X00000000"
and points to
mShader->init( mDXVertexShaderName, 
                        mDXPixelShaderName, 
                        pixver,
                        mShaderMacros );
in the log it gets to "Executing c:/torque/Torque 3D 2009 Beta 2/My Projects/brave/game/art/gui/PlayGui.gui."
then throws.
any idea what this means??
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#21
05/30/2009 (2:10 am)
@Frank - PostEffects are not tied to GUIs directly. They either apply fullscreen (if the PostEffect is set to render at the 'PFXEndOfFrame') or just the viewport of the active GuiTSCtrl (if they render after a render bin).
#22
05/30/2009 (3:02 am)
ok, here are the files,

in the defaultbind file, look for //THIS
thats the added bit,

in the config file look for //THIS
thats the added bit,

the rest is just drop in, doesnt overwrite anything,

to use press the v key to get the effect. best used at night.

I've used real nightvision when I was in the army years ago, so the overbright effect when used by day is correct.

and heres a video.
enjoy.

#23
05/30/2009 (3:46 am)
@deepscratch - If you change your PostEffect to have its renderTime set to "PFXAfterDiffuse" then the night vision will apply over the water and particle effects.
#24
05/30/2009 (4:27 am)
oohh yes, much better!
thanks.
like I said, I'm very new to shaders, but I think I might just get into it.
#25
05/30/2009 (8:15 am)
Nice! One of these days I'll get around to learning how to do cool things like this.

The nightvision we had in the Navy was blotchy and grainy, very horrible, and would cause extreme headaches -- but then that was years ago -- I guess soldiers get all of the cool toys :D
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