beuzel
03-28-2007, 04:03 PM
Hello,
Here something stupid happens: The shader uses the HLSL function "clamp()" which fits a variable in a specifc range. But there is a extern variable defined called "clamp" which is set by the game engine. That is a name conflict, the shader will not work. To rename the variable the engine, the export tool, all exported meshes with material and all maya files need to be edited. That a big effort. So is there a way with a namespace like teh double points (::) in c++? Currently we are writing a HLSL small function which emulated the build in clamp().
Greetings Chris
Here something stupid happens: The shader uses the HLSL function "clamp()" which fits a variable in a specifc range. But there is a extern variable defined called "clamp" which is set by the game engine. That is a name conflict, the shader will not work. To rename the variable the engine, the export tool, all exported meshes with material and all maya files need to be edited. That a big effort. So is there a way with a namespace like teh double points (::) in c++? Currently we are writing a HLSL small function which emulated the build in clamp().
Greetings Chris
