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How to write a combo widget in shader code

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发表于 2009-2-9 11:25:00 | 显示全部楼层 |阅读模式
In 3ds Max 2008,I add a object with the material of "DirectX Shader".
The fx file format is 3ds Max DXSAS (v0.8) (like as below,float value).
Now I want to add a combo UIWidet.
Could somebody tell how to add combo UIWidget in DXSAS format?


  1. float UIConst_FogStart
  2. <
  3. string UIWidget = "Spinner";
  4. float UIMin = 0.0;
  5. float UIMax = 10000.0;
  6. float UIStep = 1.0;
  7. string UIName = "Fog Start";
  8. > = 100.0f;
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发表于 2009-2-9 14:07:00 | 显示全部楼层

Re:How to write a combo widget in shader code

DXSAS is documented in DXSDK->DirectX9->Reference->Effect Reference->DirectX Standard Annotations and Semantics Reference.

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发表于 2009-2-9 15:27:00 | 显示全部楼层

Re:How to write a combo widget in shader code

max only supports limited types of ui controls for shader
besides,their dxsas is buggy, sometimes can't display correct control you want.i'm not sure if it's fixed in the new max version.
anyway, instead dx document, you should look at max document for details, i remember the have nice articles abbout max dxsas

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 楼主| 发表于 2009-2-17 14:46:00 | 显示全部楼层

Re: Re:How to write a combo widget in shader code

qrli: Re:How to write a combo widget in shader code

DXSAS is documented in DXSDK->DirectX9->Reference->Effect Reference->DirectX Standard An...

I had read the DirectX Graphics/DirectX 9/Reference/Effect Reference/DirectX Standard Annotations and Semantics Reference.
I think the ListPicker seems to be the control I want, but I do not know the syntax of ListPicker. Could somebody even use the ListPicker or know the syntax of ListPicker?
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