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.kju

Unknown type of vertex shader

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">w:\c\Poseidon\lib\d3d9\engdd9.cpp(11570) : Unknown type of vertex shader

w:\c\Poseidon\lib\d3d9\engdd9.cpp(11570) : Unknown type of vertex shader

Any idea guys? smile_o.gif

Every help is very much appreciated! notworthy.gif

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Hm thats how it looks like.

It is basically the one from Solus adapted to our project.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">PixelShaderID = "Terrain15";

VertexShaderID = "Terrain";

ambient[] = {0.9, 0.9, 0.9, 1.0};

diffuse[] = {0.9, 0.9, 0.9, 1.0};

forcedDiffuse[] = {0.02, 0.02, 0.02, 1.0};

emmisive[] = {0.0, 0.0, 0.0, 0.0};

specular[] = {0.0, 0.0, 0.0, 0.0};

specularPower = 0.0;

class Stage0 {

texture = "ace_island_base\t\data\layers\s_005_007_lco.paa";

texGen = 3;

};

class Stage1 {

texture = "ace_island_base\t\data\layers\m_001_004_lco.paa";

texGen = 4;

};

class TexGen3 {

uvSource = "worldPos";

class uvTransform {

aside[] = {0.000977, 0.0, 0.0};

up[] = {0.0, 0.0, 0.000977};

dir[] = {0.0, -0.000977, 0.0};

pos[] = {-4.65625, 3.46875, 0.0};

};

};

class TexGen4 {

uvSource = "worldPos";

class uvTransform {

aside[] = {0.000977, 0.0, 0.0};

up[] = {0.0, 0.0, 0.000977};

dir[] = {0.0, -0.000977, 0.0};

pos[] = {-4.65625, 3.46875, 0.0};

};

};

class TexGen0 {

uvSource = "tex";

class uvTransform {

aside[] = {1.0, 0.0, 0.0};

up[] = {0.0, 1.0, 0.0};

dir[] = {0.0, 0.0, 1.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class TexGen1 {

uvSource = "tex";

class uvTransform {

aside[] = {10.0, 0.0, 0.0};

up[] = {0.0, 10.0, 0.0};

dir[] = {0.0, 0.0, 10.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class TexGen2 {

uvSource = "tex";

class uvTransform {

aside[] = {10.0, 0.0, 0.0};

up[] = {0.0, 10.0, 0.0};

dir[] = {0.0, 0.0, 10.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class Stage2 {

texture = "ace_island_base\t\data\travajih_mco.paa";

texGen = 0;

};

class Stage3 {

texture = "ace_island_base\t\data\travajih_detail_nohq.paa";

texGen = 1;

};

class Stage4 {

texture = "ace_island_base\t\data\travajih_detail_co.paa";

texGen = 2;

};

class Stage5 {

texture = "ace_island_base\t\data\pisek_mco.paa";

texGen = 0;

};

class Stage6 {

texture = "ace_island_base\t\data\pisek_detail_nohq.paa";

texGen = 1;

};

class Stage7 {

texture = "ace_island_base\t\data\pisek_detail_co.paa";

texGen = 2;

};

class Stage8 {

texture = "ace_island_base\t\data\pisekpoust_mco.paa";

texGen = 0;

};

class Stage9 {

texture = "ace_island_base\t\data\pisekpoust_detail_nohq.paa";

texGen = 1;

};

class Stage10 {

texture = "ace_island_base\t\data\pisekpoust_detail_co.paa";

texGen = 2;

};

class Stage11 {

texture = "ace_island_base\t\data\mesto_mco.paa";

texGen = 0;

};

class Stage12 {

texture = "ace_island_base\t\data\mesto_detail_nohq.paa";

texGen = 1;

};

class Stage13 {

texture = "ace_island_base\t\data\mesto_detail_co.paa";

texGen = 2;

};

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Thanks for looking into it Linker Split. smile_o.gif

The code was taken and updated from Solus example island to

convert OFP islands to ArmA.

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