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Re: How to displace UVs in real time?

Posted: Mon Nov 30, 2015 3:32 pm
by JeffR
Very cool!

Also, as a heads up, you can format a block of code via the code2 tags, like:

Open the block with code2=cpp, for cpp-style syntax highlighting(with it in brackets, of course) and then close with /code2(also in brackets)

Went ahead and did that for your post :)

Re: How to displace UVs in real time?

Posted: Tue Dec 01, 2015 12:23 am
by Azaezel
LoLJester wrote:No. I'm on the road right now, always on the move. :) I will double check if everything gets initialized properly. I basically looked at how WindDeform and Visibility do it. Is there a way to Debug the Shaders through Torque?

Through torque itself no, though (except for Macs. Because Apple.) If there's an error, you should get console spew if for whatever reason a generated shader is non-compiling. If it's tacking the code-inserts on right, I'd look to the variable pass-along chain.