State update problem with GX_SetTevOrder
Posted: Tue Aug 19, 2008 8:33 am
I seem to have a problem with state updates when using GX_SetTevOrder. Before I delve into the guts of gx.c, has anyone else looked into this?
The problem is, that my shader setup works differently depending on what shader I run before. If I run
and then my shader setup, it works.
My shader uses
to pass texture coordinates to the indirect texture unit.
The problem is, that my shader setup works differently depending on what shader I run before. If I run
Code: Select all
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD1, GX_TEXMAP1, GX_COLOR0A0);
initQuad(); // vertex setup
drawQuad(1.0f); // draw a single quad with 4 vertices, I assume that is required because state is not written until a GX_Begin()
My shader uses
Code: Select all
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD2, GX_TEXMAP_NULL, GX_COLORZERO);