Epic failures in the game development field.

This blog covers funny/weird issues and bugs from games that happened during development.

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Showing posts with label shader. Show all posts
Showing posts with label shader. Show all posts

Friday, December 18, 2009

HLSL optimizer is beyond earthly logic


if b2

if b1

mul r0.xy, r0, c0.x

texld r4, r0, s6

if !b2

mad r0.xyw, r4.xyzz, c121.x, c121.y

mad r4.xyz, r3, r3.w, r0.xyww

endif

endif

else

// ...

endif

(Thanks Benoit)

Monday, November 9, 2009

Why name variables when you can use padding?


if (data.lights[id]._padding[1] == NOSPECULAR)
{
...
}

(Thanks Tomasz)

Wednesday, January 28, 2009

Saturday, January 10, 2009

Thursday, February 21, 2008

In search of tangent space basis

Error building vertex shader "ShaderCache/SrpXenon/VertexShaders/1104/6D497FE9-57EB-3786-AF3A-9A22702B96EA" using surface shader "Objects/Undergrowth/Shaders/MP_Harbor_Destruction" because of: Couldn't find vertex element "tangent" (available: pos, normal, texCoord0, index, worldTrans1, worldTrans2, worldTrans3) when building for surface shader "Objects/Undergrowth/Shaders/MP_Harbor_Destruction", vertex shader fragment "Systems/Undergrowth/Wind" and geometry declaration "Objects/Undergrowth/MudClump_01_Mesh_lod0/Stones_small_01:polySurface15_DUP_Stones_small_01:TnTShader1/StreamInstancingHalf". Caused by a mismatch of vertex elements between the state and the surface shader or vertex shader fragment (names are case sensitive).

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