Vuzimir Posted March 25, 2018 Share Posted March 25, 2018 Hi guys, i have this code: myShader4 = dxCreateShader( "texRep4.fx" ) dxSetShaderTransform ( myShader4, -30, 0, -2.7, 0, 0, 0, false, 0, 0, false) dxDrawImage((15)*xFactor, sy-(25)*yFactor, (142.5)*xFactor, (10)*yFactor, myShader4,0, 0, 0, bg) and my quality is not good when i change Z coordinate in Shader Transform, so how can i fix it? this is my current quality: https://prnt.sc/iw2vxu Link to comment
Moderators IIYAMA Posted March 25, 2018 Moderators Share Posted March 25, 2018 The very basic shader works perfect for me: Spoiler dxSetShaderTransform (mapShader, 0, -60, rotation) texture gTexture; technique IIYAMA { pass P0 { Texture[0] = gTexture; } } 1 Link to comment
Vuzimir Posted March 25, 2018 Author Share Posted March 25, 2018 (edited) @IIYAMA look at my picture, my shader is normal too when im not chaning the Z coordinate... Im looking for fix, how to get back normal quality of my bar when i change rotation thru shader transform, i get this: its like stares that green bar: https://prnt.sc/iw2vxu Edited March 25, 2018 by Vuzimir Link to comment
Moderators IIYAMA Posted March 25, 2018 Moderators Share Posted March 25, 2018 @Vuzimir This is what I get for trying to help you? Really? REALLY? Don't get paranoid, I have already more than enough posts and I am replying to YOU in MY FREE TIME. You are not even editing the z offset. It is set to 0. So then why would yours look so :~ty? The only thing I can think of, is either your shader file or your GPU. But if you have edited it, then it is really stupid to post code where it is not edited. dxSetShaderTransform ( myShader4, -30, 0, -2.7, 0, 0, 0, false, 0, 0, false) bool dxSetShaderTransform ( element theShader, float rotationX, float rotationY, float rotationZ, [ float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, float rotationCenterOffsetZ = 0, bool bRotationCenterOffsetOriginIsScreen = false, float perspectiveCenterOffsetX = 0, float perspectiveCenterOffsetY = 0, bool bPerspectiveCenterOffsetOriginIsScreen = false ] ) 2 Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now