Discussion:
[Crystal-develop] Difficulty with weavers
Naman Gupta
2013-06-25 23:58:32 UTC
Permalink
Hi,

this is reference to [r39409] Weaved
water<http://sourceforge.net/p/crystal/code/39409/>
.

I tried porting water shader to weaver but can't really get anything to
work. all I see is a black plane.It should have showed some black waves.

I'm not sure if all the variables are initialed properly. I can't really
figure out whats going wrong.

--Naman
Matthieu Kraus
2013-06-26 09:39:21 UTC
Permalink
Greetings,

omething that should help you debug why the shader doesn't compile:
run the application with --verbose=-scf
--cfgset=Video.ShaderManager.EnableShaderCache=false

It'll ensure that 1) you get verbose output during the shader
compilation (warnings, errors, some extra information about techniques
as they are validated, etc.) and 2) it actually uses the latest
version of the shader and always builds it from source instead of
using a cached one.
Post by Naman Gupta
Hi,
this is reference to [r39409] Weaved
water<http://sourceforge.net/p/crystal/code/39409/>
.
I tried porting water shader to weaver but can't really get anything to
work. all I see is a black plane.It should have showed some black waves.
I'm not sure if all the variables are initialed properly. I can't really
figure out whats going wrong.
--Naman
res
2013-06-26 12:28:51 UTC
Permalink
Post by Matthieu Kraus
run the application with --verbose=-scf
--cfgset=Video.ShaderManager.EnableShaderCache=false
Also a useful argument (add to those above):
--cfgfile=/config/shader-debug.cfg

This will generate various dumps of the used shaders, among them the
shader as generated by the weaver, which is really helpful in matching
the verbose messages to an actual line of shader source code. Also the
generated output is annotated, so you can get some measure of why weaver
generated some code like it did.
The generated dump files can be found in VFS' /tmp/.

-f.r.

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