Queue Problem

Hello,

I posted under “Shaders” some minutes before, but actually it seems like my problem is more like a patching- thingy. As I built a demopatch for my problem now and this is strictly “non-shaderesque”, i´ll post this here including the nearly same topic than before:

i´m trying to use buffer(EX9.Texture) or queue(EX9.Texture) to fade smoothly between the existing version of a texture and an updated one (after the texturefile has changed and a reload is triggered).
It is working (except for a little flash when triggering the change, which tends to be another problem but should be discussed later on :-) ), but the main problem is, that when i use EX9- Geometry instead of DX9- Quads and try to fade the both textures via a shader (i used a slightly modified “TexCtrlFade.fx” from the usershader- library), there seem to be occasional problems with the buffered textures and it´s never save, if the yet loaded or not.

Is there a way to buffer texturedata via the pixelshader instead, or does anyone have a tip on how to fade instead of switch, when a texture is changed (means: filepath stays the same, texture looks different)?

i attached a demopatch, that showcases the functionality.
Copy a texturefile from the subfolder in the assets- folder containing the not- used texture and paste it to the main assets-folder overwriting the existing texture, then hit the triggerbutton.

Thx, Chris

FadeOnChangeLowLevel.zip (17.2 kB)

Any suggestions? After a week or so being happy with running buffer nodes i now sit here crying and look at f§$% “buffer(EX9.Texture)” not willing to load my textures again!

I dunno what to do but my time start running up…

Heeelllppp!!!

Any suggestions? After a week or so being happy with running buffer nodes i now sit here crying and look at f§$% “buffer(EX9.Texture)” not willing to load my textures again!

I dunno what to do but my time start running up…

Heeelllppp!!!

hello, after looking into the patch i found the bug. it was posted before by some other people and is fixed in the new version. the problem is, that the GetSlice (Node) always outputs the first slice of the buffered textures.

but this is no problem. when you use some spreading, you dont need the GetSlice. see my modification of the patch:

hello, after looking into the patch i found the bug. it was posted before by some other people and is fixed in the new version. the problem is, that the GetSlice (Node) always outputs the first slice of the buffered textures.

but this is no problem. when you use some spreading, you dont need the GetSlice. see my modification of the patch:

FadeOnChangeLowLevel.zip (14.0 kB)