@ Mike
I did what you said and
decal_animate4.fx shader works when 4x4 (is a pain meshes becames transparent with that shader), but does not with ie: 11x3, please refer to changes I've made to the shader taking
decal_animate4.fx as template; does not work pop up the previews error windows; so does the
decal_animate4.fx shader, the texture should be square (4x4, 6x6, 8x8 and so on) ?
If so, can I fill up with transparent slots to make then square?
float SpriteRows : Power
<
string UIName = "Rows";
string UIWidget = "slider";
float UIMin = 1.0;
float UIMax = 16.0;
float UIStep = 1.0;
> = 11.000000;
float SpriteColumns : Power
<
string UIName = "Columns";
string UIWidget = "slider";
float UIMin = 1.0;
float UIMax = 16.0;
float UIStep = 1.0;
> = 3.000000;
float FramesPerSec : Power
<
string UIName = "Frames Per Second";
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 30.0;
float UIStep = 0.5;
> = 25.000000;
@ Dvader
Quote: "This is down to the DX11 update. I've had a few objects cause this since it went DX11"
W10 works with DX12 does that has something to do? or GG works with DX11 and does no matter?
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