Hello,
Has anyone else tried to get a simple Direct X Shader to work in Max 2009? If you load any of the default .fx files included with Max 2009 (or create your own shader), the y value of TEXCOORD0 is not getting passed from the geometry to the shader. It appears to only work if you have more than one sampler using TEXCOORD0 or if you have multiple UV channels. For example, their colortest.fx fails miserably in Max 2009, but works in Max 9. Standardfx.fx works in both, but if you whittle it down to the bare minimum pixel shader that will work, you have to have the ambient occlusion sampler code, even if the ambient occlusion check box is off and they are both using the same UV set in the sampler:
…
if(g_TopDiffuseEnable)
TopCol = tex2D(g_TopSampler, diffuseUV);
if(g_AmbientOccEnable)
Ambient *= tex2D(g_AmbientOccSampler, diffuseUV)
…
If you comment out the ambient occlusion code, it works in Max 9 but not in Max 2009.
Has anyone found a work around for this bug (besides arbitrarily bloating shaders)?
Thanks,
Adrian