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SetTransform and SetVertexShaderConstantF not used to draw models?
Old 05-25-2010, 06:34 PM   #1


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SetTransform and SetVertexShaderConstantF not used to draw models?

SetTransform is being called by the game, but modifying the matrices does not affect where a model is drawn. When I call SetTransform myself it has no effect.

People have said, that the game is likely using a shader approach. Which it does! The problem is modifying the float values only affect vegetation.

Basically I can only draw my models in the exact positions the current DIP was set to.
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Old 05-25-2010, 07:04 PM   #2
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Quote:
Originally Posted by TimothyTimbers View Post
SetTransform is being called by the game, but modifying the matrices does not affect where a model is drawn. When I call SetTransform myself it has no effect.

People have said, that the game is likely using a shader approach. Which it does! The problem is modifying the float values only affect vegetation.

Basically I can only draw my models in the exact positions the current DIP was set to.

game?


Also i have had a discussion on a game that used settransform but when using get they could not grab matrices idk if it effects set[] but might be related, the person who I was discussing this with changed

D3DCREATE_PUREDEVICE in Creatdevice
D3DCREATE (Windows)

and was able to use get[]


also did you log the shaders with ntkids shader logger would be helpful to see a log
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Old 05-25-2010, 07:23 PM   #3


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Quote:
Originally Posted by fatboy88 View Post
game?


Also i have had a discussion on a game that used settransform but when using get they could not grab matrices idk if it effects set[] but might be related, the person who I was discussing this with changed

D3DCREATE_PUREDEVICE in Creatdevice
D3DCREATE (Windows)

and was able to use get[]


also did you log the shaders with ntkids shader logger would be helpful to see a log
Ok I did a conditional check for the stride that static objects have.

Code:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
//
//   float3 FogColor;
//   float4 FogParam;
//   row_major float4x4 ModelViewProj;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   ModelViewProj c0       4
//   FogParam      c14      1
//   FogColor      c15      1
//

    vs_2_0
    def c4, 0, 1, 0, 0
    dcl_position v0
    dcl_texcoord v1
    dcl_color v2
    dp4 oPos.w, c3, v0
    dp4 r0.x, c0, v0
    dp4 r0.y, c1, v0
    dp4 r0.z, c2, v0
    dp3 r0.w, r0, r0
    mov oPos.xyz, r0
    rsq r0.x, r0.w
    rcp r0.x, r0.x
    add r0.x, -r0.x, c14.x
    rcp r0.y, c14.y
    mul r0.x, r0.x, r0.y
    max r0.x, r0.x, c4.x
    min r0.x, r0.x, c4.y
    add r0.x, -r0.x, c4.y
    log r0.x, r0.x
    mul r0.x, r0.x, c14.z
    exp oD1.w, r0.x
    mov oT0.xy, v1
    mov oD0, v2
    mov oD1.xyz, c15

// approximately 20 instruction slots used
That should be all I need right?
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Old 05-25-2010, 07:40 PM   #4
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Quote:
Originally Posted by TimothyTimbers View Post
Ok I did a conditional check for the stride that static objects have.

Code:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
//
//   float3 FogColor;
//   float4 FogParam;
//   row_major float4x4 ModelViewProj;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   ModelViewProj c0       4
//   FogParam      c14      1
//   FogColor      c15      1
//

    vs_2_0
    def c4, 0, 1, 0, 0
    dcl_position v0
    dcl_texcoord v1
    dcl_color v2
    dp4 oPos.w, c3, v0
    dp4 r0.x, c0, v0
    dp4 r0.y, c1, v0
    dp4 r0.z, c2, v0
    dp3 r0.w, r0, r0
    mov oPos.xyz, r0
    rsq r0.x, r0.w
    rcp r0.x, r0.x
    add r0.x, -r0.x, c14.x
    rcp r0.y, c14.y
    mul r0.x, r0.x, r0.y
    max r0.x, r0.x, c4.x
    min r0.x, r0.x, c4.y
    add r0.x, -r0.x, c4.y
    log r0.x, r0.x
    mul r0.x, r0.x, c14.z
    exp oD1.w, r0.x
    mov oT0.xy, v1
    mov oD0, v2
    mov oD1.xyz, c15

// approximately 20 instruction slots used
That should be all I need right?

it uses a (looks like) conceated matrix ModelViewProj (World*view*proj)

I would try grabbing it and see what you can do look at post by "NTKid"


looks like vec3transformcoord below only say this cuz of the w value (just a guess) I know its dot product


dp4 oPos.w, c3, v0
dp4 r0.x, c0, v0
dp4 r0.y, c1, v0
dp4 r0.z, c2, v0
dp3 r0.w, r0, r0


Id really need to debug some more open sourced shaders before giving further thought ...hope i was somewhat help ful

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Last edited by fatboy88; 05-25-2010 at 07:50 PM.
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draw, models, settransform, setvertexshaderconstantf
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