Comments (9)
Instead of drawindexed = auto
, try draw = from_caller
. The former is really only intended to be used when you have injected a custom index buffer and want the entire index buffer to be used, while the later is intended to be used with whatever buffers, offsets and draw call variant the game is already using.
And yes, I think the approach you are using to differentiate between textures makes sense. You might also see if enabling track_texture_updates=1
in the d3dx.ini allows you to differentiate between those textures by hash, but there are some significant performance impacts associated with that option so if you have a method that works well without it I'd probably stick to that.
I don't think it's quite relevant to your case, but you also might be interested in how I differentiated between different icons in Far Cry 4 - in that case it was using a texture atlas so all icons were on the same texture, and I needed to use the texture coordinates to differentiate between them, but there were too many to hard code the coordinates - so I dumped a copy of the atlas and painted over the icons in different colours that the shader could use to determine what to do with them:
https://github.com/DarkStarSword/3d-fixes/blob/master/Far%20Cry%204/ShaderFixes/b5c2f686-icon-filter.png
https://github.com/DarkStarSword/3d-fixes/blob/master/Far%20Cry%204/ShaderFixes/82efdcb5-icon-filter.png
https://github.com/DarkStarSword/3d-fixes/blob/master/Far%20Cry%204/ShaderFixes/50344260ea3c9a9c-vs_replace.txt#L129
https://github.com/DarkStarSword/3d-fixes/blob/master/Far%20Cry%204/d3dx.ini#L796
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Thanks @DarkStarSword. I see what you did with the "art paiting" job on the initial map texture ^^. I can't interpolate this to my subject but i see the connection.
The part with :
if (all(abs(colour - float4(0, 1, 0, 1)) <= 1/512)) return 1; if (all(abs(colour - float4(0, 0, 1, 1)) <= 1/512)) return 2; if (all(abs(colour - float4(1, 0, 1, 1)) <= 1/512)) return 5;
Could be usefull to add an epsilon to the calculation.
Just to be sure, can you confirm that the shader file "xxx.txt" must be placed in the ShaderFixes folder ?
I'm gonna try your suggestion and see what can i do to optimize this.
Regards,
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