cg.dll fx-shader ?

halfknight

19-06-2007 08:41:59

Hi,

I'm trying out the community edition of ofusion and noticed, that ofusion replaced the original cg.dll in the root directory of max. After that the directx material doesn't work anymore (the model shows only red wireframes). Simply to overwrite original dll's is not very nice, to say at least.

Besides that in the ofusion viewport none of the example fx-shader worked, is there a reason for that? (I'm using a geforce 8800gts, driver 158.x, directx 9.0c, in max directx).

cheers Markus

Evak

19-06-2007 16:53:42

I had the same issue since I use shaderFX plugin for 3dsmax to create .FX files and it shares max's own cg.dll. Apparently Ogre's cg.dll is a different version and there may be some differences between the shaders produced. The original 3dsmax shader is still there named cg.bak you can swap them around and most shaders still seem to work.

Ogre doesn't work with FX files without a considerable ammount of hand tweaking. So 3dsmax shaders will not work in Ofusion at all.

There has been talk of plans to support shaderFX in ofusion 2.0. Something that I'm hoping works out as that is a very intuitive node based shader tool thats very artist friendly.

Here's a vertex paint shader for mixing two normal mapped textures using vertex alpha, and the same vertex alpha for shinyness. Took a couple of minutes to create in shaderFX. I really wish that Ogre supported .FX shaders like most other current DX engines can since nearly all shader creation tools create them.

halfknight

20-06-2007 11:52:04

thanks for the answer, I agree that something like shaderfx or maybe that new mental mill shader editor would be nice for creating fx shaders.

But I 've been wondering that even the example shaders provided by ofusion (somewhere in the ofusion directory) do not work ? :?: