
Originally Posted by
Limited
I've put my toggles and entered data in 0x400400-0x400450 region. Its open memory. One thing we do need to keep in mind if we combine different OS projects is what memory isnt used by more than one process.
What kind of settings do the shaders require? Values inputted? If you need any help, contact me I'll gladly try to help.
I suppose ideally rather than hardcoding the memory locations, OS could keep track of all free memory and allocate it on runtime, so that components don't need to deal with it. I'll tack the toggle bool for this at 0x00400410, just after the 3rd person values for now.
The shaders themselves don't need any values once loaded, but I think what is needed is a function that enables and disable effects, but that'll have to wait till OS2.
Fake E: Just realized that I'm reassigning my globals pointer to a variable anyway:
Code:
bool PostProcessingGlobal = true;
void Initialize()
{
Yelo::Scripting::global_definition* temp = GET_YELO_GLOBAL(post_processing);
temp->value = &PostProcessingGlobal;
}
So would this no longer cause a conflict with anything else?

Originally Posted by
Siliconmaster482
However, I can't get the others to work, or I'm typing the commands wrong. I'm looking at the shader list, and it would seem the commands would be pp_bloom, etc. However, they don't do anything. :/
That's not how it works :P. In the shader_list file, under the [Shaders] block are all the shaders that are loaded, with an index assigned to them E.g.:
PP_ColorDownFilter4 = 9
loads "*HALOCEDIR*\shaders\PP_ColorDownFilter4.fx" and gives it an index
of 9. But the shaders won't do anything unless they are used under [PostProcessingEffects]. Say you have this list:
PP_Bloom = 0
PP_ColorUpFilter4 = 1
PP_ColorBrightPass = 2
PP_ColorDownFilter4 = 3
PP_ColorCombine4 = 4
PP_ColorBloomV = 5
PP_ColorBloomH = 6
Under [PostProcessingEffects], "Bloom = 0" will use the all in one PP_Bloom shader on its own in the scene (The name "Bloom" doesn't matter as long as there is one, with no spaces). However you can combine seperate shaders to make other effects if you want. For instance "Bloom = 3,2,5,6,4" will also create a bloom effect. You use a hash "#" to comment out the shaders and effects you don't want to use.
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