Corrupted .material output

Rak'kar

30-04-2007 23:00:58

So I abandoned per-object properties and am trying to setup the materials the old way. But the output I am getting is corrupted. Maybe I should uninstall the hotfixes and go back to the base version. My deadline for this build is today and I have been spending at least 20 hours so far with these bugs and other problems :( I'm sorry if my tone is frustrated but right my whole project is at risk over these continuing problems.




float4 BumpFP(vertexOutput IN,
uniform float4 lightDiffuse0,
uniform float4 lightDiffuse1,
uniform float4 lightDiffuse2,

uniform sampler2D decalTexture : register(s0),
uniform sampler2D bumpTexture : register(s1),

uniform float alphaMod
): COLOR

Lioric

30-04-2007 23:56:49

If you provide the scene file (a simple test scene is ok) with the shader where i can reproduce this, i will review it immediately and provide the results today

Rak'kar

02-05-2007 17:47:50

I was working with shader programming yesterday and found with 100% certainty that oFusion gets corrupted. I think this is because when I do test code like

outColor.xyzw=1.0f;

it optimizes out the parameter list, and oFusion gets confused or writes to bad memory.

It also doesn't report shader errors past the first run or first time it happens. Just make a shader, create some errors in it, fix them, run again, create more errors, and you will see it.

Regarding corruption, every 10-20 minutes yesterday I'd be working with a shader, tweaking settings, and eventually what I saw didn't make sense to what was in the code. I spent hours and hours guessing and checking until I realized it was corrupted output and not a bug I made.

This is with all the hotfixes applied. I noticed that at one point yesterday oFusion would show the wrong shader output no matter what I did. Uninstalling it, reinstalling it, and rebooting fixed the problem.

My gut feeling as a programmer is that this bug is in one of the hotfixes.