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Toon Shader not accepted in Pipeline http://horde3d.org/forums/viewtopic.php?f=2&t=1012 |
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Author: | philipppixel [ 22.11.2009, 19:05 ] |
Post subject: | Toon Shader not accepted in Pipeline |
Hi all, for my computer graphics course I have to attach an already existing shader to the "Chicago" sample delivered in the Horde 3D framework using Visual Studio C++ 2008. The existing tutorial about pipelines is unclear how I add a shader to the code without getting all my screen black. When I follow other tutorials about shading I get a result as if nothing was done before, that is the usual phong shader. I changed forward.pipeline.xml to toon.pipeline.xml according to the tutorial (http://www.horde3d.org/wiki/index.php5?title=Basic_Pipeline_Tutorial) and also changed the pipeline ressource in my C++ call. The thing with the pipeline tutorial is, that it doesn't work for me. So I played around for a bit leaving my toon.pipline.xml as it was in the first place. pipelines/globalSettings.material.xml looks like this: Code: <Material> <Shader source="shaders/toon.shader" /> <!-->Sampler name="ambientMap" map="textures/ambientMap.dds" /--> </Material> shaders/toon.shader looks like this: http://pastebin.com/m383559ad I noticed that when I insert my toon shader code into the lighting part of the phong.shader it works. It's arkward not to find a link or a reference to phong.shader as I have to create a project with H3D (so there is a definitive lack of understanding) :( Does anyone of you have an idea what goes wrong? Thanks for appreciation. |
Author: | marciano [ 24.11.2009, 00:55 ] |
Post subject: | Re: Toon Shader not accepted in Pipeline |
Unfortunately, the pipeline tutorial is not up-to-date so some things may not be valid any more. I assume that globalSettings.material.xml is used as a material link. However, linked materials can solely override samplers and uniforms and not define which shader to use. Please apply the toon shader in the main material(s) of your model. |
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