on 05-05-2012 06:07 PM
Hello everybody,
I made the following shader :
Particles.vcg :
-------------------
void main( float4 in a_Position : POSITION,
float4 in a_Color : COLOR0,
float in a_Size : TEXCOORD0,
float4 out v_Position : POSITION,
float4 out v_Color : COLOR0,
float out v_Size : PSIZE,
uniform float4x4 projViewMatrix )
{
v_Position = mul( a_Position, projViewMatrix );
v_Color = a_Color;
v_Size = a_Size;
}
Particles.fcg :
-------------------
void main( float4 in v_Color : COLOR0,
float2 in v_Coord : POINTCOORD,
float4 out Color : COLOR ,
uniform sampler2D texture0 : TEXUNIT0 )
{
//float textVal = tex2D(texture0, v_Coord).r;
//if ( textVal < 0.1f )
// discard;
Color = v_Color;
//Color.a *= textVal;
}
When I execute it on the Playstation Suite emulator, I don't have any problem. But, when I try it on the PS Vita device, it seems that it freezes on shader compilation code line :
program = new ShaderProgram("/Application/shaders/Particles.cgx"
If I comment the line with the "POINTCOORD" semantic in my "Particles.fcg" shader file, there is not anymore freeze on the device.
Is it normal ? Is there any by-pass to display a texture on a point sprite (other than drawing a quad) ?
Thank you for your answers ![]()
10-05-2012 04:03 PM - edited 10-05-2012 04:04 PM
Hi OperationNT,
Thank you for the report. This is obviously not the desired behaviour between the Simulator and the physical device and we will investigate this problem.
Thanks again,
James
on 13-05-2012 12:36 AM
Hi.
Is there some advencement with this bug??
I have exactly the same problem.
Thanks.
on 15-05-2012 01:32 PM
on 17-05-2012 12:15 PM
Thanks for the info ![]()
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