About RenderMonkey Shaders integration....

Aldebarande

05-05-2006 19:03:53

Hi all,

I encontred a littre problem to integrate "Whiteborad" Fx from RenderMonkey (NPR.rfx) ;
I followed the tuttorial "How to integrate RenderMonkey shaders in oFusion" and tryed to apply my new skills to more complex shaders so i took whiteboard wich includes 3 successive shaders pass but my problem is that each pass uses different render targets in the pipeline and i don't know how is it possible to tell in oFusion which render target to use in each pass (this causes Max crash if i use the 3 passes).

can someone help me ?

N.B : i'm trully sorry for my english which is horrible, i admit it !

Lioric

06-05-2006 16:57:12

Render Texture Targets will be implemented in the next updates

But it should not chrash when using 3 passes, can you provide more details on this issue, or a test scene where this can be reproduced?

Aldebarande

07-05-2006 18:53:51

AAaaaaaaaaaarrrhhhhhh Noooooo
Can't wait next version :'(
When will it be published ???

Hem... Sorry... i'll wait... :'(

Here is a description about what i do to obtain scene crash (nothing very hard) and here is a link where you can download the shaders :
http://www.oldrefuge.com/Prive/whiteboard.zip

What i do is very simple :
1- Create a donut and add a point light for basic lighting and mesh
2- Choose DirectX9 render viewport and Activate Ogre Viewport
3- Add an Ogre material with these 3 successives pass, in this order :
1- Draw_Pass with the toon_Draw PS and VS
2- Edge_Pass with the toon_Edge PS and VS
3- Antialias_Pass with the toon_Antialias PS and VS

.... It crashes some seconds after i activate the pixelshader on the Edge_Pass (or when i try to edit the PS option of the shader)

...But i think its normal because the shader try to reach a Rendered texture meant to be create by the Draw_Pass shader ... but it cant !

:'(