Unexpected element layer in element phong

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Hellstorm
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Unexpected element layer in element phong

Post by Hellstorm » Tue Oct 28, 2008 1:31 am

Another question:
I still get the unexpected element 'layer' indigo error when using the Indigo Shader choosing the phong material.
I'm using the latest svn revision on Maya 2009 Win32.

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CTZn
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Post by CTZn » Tue Oct 28, 2008 6:20 am

Ok 'I'll check that. I wonder if that's not on the Indigo/documentation side that the issue reside, will report. For instance Oren-Nayar rejects the same tag while according to the documentation it should be supported...
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Hellstorm
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Post by Hellstorm » Tue Oct 28, 2008 9:51 am

I've changed some lines in the appropriate mel script. It seems to work right now.
However, the times I wrote some stuff are gone for 4 or 5 years now, so I'm not really sure if I did everything correct. Especially what xml tags i've used :D

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OnoSendai
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Post by OnoSendai » Tue Oct 28, 2008 1:50 pm

If you want to use the layer tag, make sure you are using completely new syntax for the phong tag, or it will enter backwards-compatibility mode.

Hellstorm
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Post by Hellstorm » Tue Oct 28, 2008 9:51 pm

Completely new? K, this will explain all those errors while I've directly changed the tags in the igs file.

CTZn, how about I commit my changes in mti_ExportModuleShaders.mel directly via svn?
I did not change everything regarding to the phong section, but so I would know if I did the things i've done correctly.

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CTZn
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Post by CTZn » Wed Oct 29, 2008 12:25 am

Thanks Ono, I was suspecting that (I think fused told me actually), but fearing it also. That means a deep code reformating has to be done, not really out of my scope but I'm not used in planning that big things. Oh, and that could take ages with me :)

Hellstorm: well, if this has to be a collaborative work, I'd like us to discuss the what and the how before everything, so we keep in sync. Especially we must have the same idea on what we are doing, or at least confront these conceptions, no :) ? I'm willing to have a sidekick, but I'm a bit shy in the begining ;) You certainly have more experience in mel than I do ^^

How many lines did you change *freightened* ? what did you change if I may ask, can you show the lines here plz ? Since these parts are going to be deeply reformated, is it safe to consider it as a temp fix ?

Sorry if I sound a bit conservative, you coding is a new thing to me :)
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CTZn
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Post by CTZn » Wed Oct 29, 2008 1:25 am

I've just finished graphing the export process, actual (r275) state is between 20 and 25% done on shaders export steps. I'd like to discuss that with other devs, I wonder how. Maybe GPU could be helpfull here, with its white board (you can see what others are drawing).

edit: no, we'll discuss it here that's better. I'm pseudo-coding now, if the result is meaningfull enough I'll post that.
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