I posted under “Shaders” some minutes before, but actually it seems like my problem is more like a patching- thingy. As I built a demopatch for my problem now and this is strictly “non-shaderesque”, i´ll post this here including the nearly same topic than before:
i´m trying to use buffer(EX9.Texture) or queue(EX9.Texture) to fade smoothly between the existing version of a texture and an updated one (after the texturefile has changed and a reload is triggered).
It is working (except for a little flash when triggering the change, which tends to be another problem but should be discussed later on :-) ), but the main problem is, that when i use EX9- Geometry instead of DX9- Quads and try to fade the both textures via a shader (i used a slightly modified “TexCtrlFade.fx” from the usershader- library), there seem to be occasional problems with the buffered textures and it´s never save, if the yet loaded or not.
Is there a way to buffer texturedata via the pixelshader instead, or does anyone have a tip on how to fade instead of switch, when a texture is changed (means: filepath stays the same, texture looks different)?
i attached a demopatch, that showcases the functionality.
Copy a texturefile from the subfolder in the assets- folder containing the not- used texture and paste it to the main assets-folder overwriting the existing texture, then hit the triggerbutton.
FadeOnChangeLowLevel.zip (17.2 kB)