Unfortunately we can't do anything to use them yet. If you're after a
workaround I can suggest a very ugly one that will be a bit
uncomfortable for users.
You can save some information with mi_shaderstate_set then have
another shader that reads that information in (mi_shaderstate_get) and
outputs it (as a color, scalar whatever).
So to get something fcurve like you could save a scalar off, read it
in, pump it through a gradient mixer. Then plug the gradient mixer
into the parameter that you'd like to have the evaluated fcurve. So in
your shader code you'd save the state, then evaluate the parameter. If
you needed to do multiple evaluations remember to flush your cache
between them.
Cheers,
Alan.
On 7/14/05, Wayne Williams <wayne(at)realtimegaming.com> wrote:
> I believe I remember someone else asking about the Fcurves for shaders
> and think the final conclusion was that at this time it isn't possible.
> Someone please correct me if I am wrong though! I'd love to have that
> kind of functionality for sure!
>
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