Game Development Community

dev|Pro Game Development Curriculum

Full Screen Shaders in TGEA 1.8.1 - FIX

by Eric den Boer · 05/27/2009 (5:51 am) · 2 comments

Hi,

Recently I've been asking for some help on full screen shaders. However, with 1.8 came a new render core and with that, the old 1.7 full screen shader resource didn't work anymore.

A few days ago Siddartha posted a fix for the old 1.7 resource. However, this didn't quite work right. There was an engine crash and some missing variables, etc.

HOW-TO
1. Go to this resource and apply that. This isn't working just yet, bear with me.

2. Go to this resource and apply that. Just copy-paste it. Its a bit unclear, but its okay.

3. Now to fix that go into gameTSCtrl.h:
GFXShaderConstBufferRef  mConsts;
GFXShaderConstHandle*    mModelViewProj;
GFXTextureTarget*        mRenderTarget;		// ADD THIS

4. Go to gameTSCtrl.cpp and add the following #include statements:
#include "T3D/gameFunctions.h"
#include "gfx/gfxTarget.h"
#include "shaderGen/shaderGenVars.h"

5. Go to GameTSCtrl::renderWorldEffect(...) and change the following:
// TGEA 1.8 MOD - Begin
	if (mRenderTarget == NULL)
		mRenderTarget = GFX->allocRenderToTextureTarget();
to
// TGEA 1.8 MOD - Begin
	mRenderTarget = GFX->allocRenderToTextureTarget();

That's it. Now its working!

SHADER POOL MANAGER
Check out this link to dynamically load up shaders with a pool manager.

#1
05/27/2009 (4:13 pm)
Thx will try this later :D
#2
05/27/2009 (4:47 pm)
now to get your art lead to so something with shaders for the dts and interior objects. hint: this game is going into next year's demoreel.

www.nhtv.nl/made