error x3539 ps_1_x not supported version compiler Alcoa Tennessee

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error x3539 ps_1_x not supported version compiler Alcoa, Tennessee

PC › Silent Hunter 4 Minimum Requirements What are the minimum system requirements for Silent Hunter: Wolves of the Pacific? float3 eyeVec = normalize( cameraPos - IN.position ); float3 halfVec = normalize( lightVec + eyeVec ); float specularLight = pow( max( dot( normal, halfVec ), 0 ), shininess ); // Check Also, should this be an issue when loading my mesh into a DirectX app that uses Shader 2.0? This of course will require that you are running on hardward that supports shader models 2.0 and greater.

shaders/lightingSystem/ShadowShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! I'm Existing User New User? Using Java's Stream.reduce() to calculate sum of powers gives unexpected result Exploded Suffixes What's the most recent specific historical element that is common between Star Trek and the real world? Were you by chance using one of these flagsbefore and not now?

Good luck! Powered by vBulletin Version 4.2.3 Copyright © 2016 vBulletin Solutions, Inc. There were a number of options provided here: * The D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY flag or the /Gec switch will cause the compiler to treat ps_1_x targets as ps_2_0 targets, which in general compiles I am guessing this means that it is working properly, except that my video card no longer supports that version of the pixel shader or something.

Not the answer you're looking for? Sadly enough, it lies in the DirectX Viewer itself. Please try again later. If you wish to continue this conversation start a new topic.

Can two integer polynomials touch in an irrational point? Sirob Yes.» - status: Work-O-Rama. Sorry that didn't help.Please submit a support ticket and tell us how we can help you. Glow on lights NextNext Thread PrevPrevious Thread More from Torque Game Engine Advanced Login to reply to this thread PsychoParrot Default Studio Name #1 02/14/2007 (9:00 am) In release mode, in

shaders/legacyTerrain/terrainDynamicLightingMaskV.hlsl(2,10): error X1507: failed to open source file: './shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! error X3539: ps_1_x is not supported in this version of the compiler shaders/lightingSystem/AlphaBloomShaderV.hlsl(7,10): error X1507: failed to open source file: 'shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! What's going to happen when the actual game engine is working?! :D I'm taking a slightly different approach to this project then I ever have in the past.. error X3539: ps_1_x is not supported in this version of the compiler shaders/atlas/atlasSurfaceDynamicLightingV.hlsl(2,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader!

Suggested Links There was an error processing your request. Then press the "Close" Button. Join them; it only takes a minute: Sign up xna 4.0 visual studio 2010 error up vote 0 down vote favorite 1 when i try and compile a solution i recieve There are no results for your request.

I now have all kinds of whizzy mega shaders - thanks for the tip :) Login to reply to this thread Post a blog Add a resource Start a Thread All Effects can be compiled into object files using the fxc.exe tool which is located in DXSDK/Utilities/ with a target of fx_2_0. This switch has no effect when used with higher level compile targets. Ogre Forums Support and community hang-out spot for Ogre3D Skip to content Advanced search Board index Change font size FAQ Register Login Information The requested topic does not exist.

At first I was afraid I'd be petrified Good Term For "Mild" Error (Software) How to detect showListButton/hideListButton being clicked on collapsible PageBlockSection? This is fixed in theFebruary 2007 version of the DirectX SDK.--Chuck WalbournSDE, Game Technology GroupThis posting is provided "AS IS" with no warranties, and confers no rights. 1 Reply 2 Views Pixel Shader 1.x has been deprecated for quite some time. float3 specular = specularMat * lightColor * specularLight; // Output.

Andy Rossetter17-Mar-07, 09:51I am posting this in the hopes that someone's seen this issue before and knows a way around it.. shaders/lightingSystem/BloomBlurShaderV.hlsl(7,10): error X1507: failed to open source file: 'shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! shaders/lightingSystem/DownSample4x4BloomClampShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! Hopefully i'll find a workaround on that, cause static models aren't a eyecatcher.

The D3DX9_31.DLL must be installed in order to use the legacycompiler.But I not sure how it helps. I personally will be using XNA for this, since the content pipeline is incredibly easy to get running, especially when shaders are involved. Right now, I am creating from the cube provided at start a simple capital 'H' using extrude (trying to keep it simple until this works for me). Still Looking for help?

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Thanks for all the help! It's refreshing to be able to receive accurate and helpful assistance with problems from this community (we've all experienced "advice" from the more elitist communities, I'm sure :D). How would you help a snapping turtle cross the road?

The DirectX 10 HLSL compiler does not have direct support for ps_1_x shaders. shaders/lightingSystem/ShadowShaderV.hlsl(7,10): error X1507: failed to open source file: '../shdrConsts.h' GFXD3DShader::initVertShader - unable to compile shader! erm ...