How to displace UVs in real time?

Expanding and utilizing the engine via C++.
  • 1
  • 2
12 posts Page 2 of 2
JeffR
Steering Committee
Steering Committee
Posts: 785
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Mon Nov 30, 2015 3:32 pm
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 :)
Azaezel
Posts: 394
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Tue Dec 01, 2015 12:23 am
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.
  • 1
  • 2
12 posts Page 2 of 2

Who is online

Users browsing this forum: No registered users and 3 guests