Hi all!
Ive worked out a nice glass shader with smee 2.0. It looks very nice and im very happy with it.
A little problem is, when I get close to a window that is next to another window, I get strange errors...
At this picture its still ok, but when I go a bit closer to the window the door suddendly disappears...
surely it has something to do with the shader, Ive got following code by smee:
WDL FILE:
Code:
// section: Images
// entry: mtlSkin0
bmap fenster_mtlSkin0 = <fenster_2fl_spec.tga>;
// entry: mtlSkin1
bmap fenster_mtlSkin1 = <specular_box+6.tga>;
// entry: mtlSkin2
bmap fenster_mtlSkin2 = <fenster_2fl_op.tga>;
material fenster
{
skin1 = fenster_mtlSkin0;
skin2 = fenster_mtlSkin1;
skin3 = fenster_mtlSkin2;
ambient_red = 187.764;
ambient_green = 187.764;
ambient_blue = 187.764;
diffuse_red = 255;
diffuse_green = 255;
diffuse_blue = 255;
specular_red = 0;
specular_green = 0;
specular_blue = 0;
emissive_red = 0;
emissive_green = 0;
emissive_blue = 0;
albedo = 49.805;
power = 0;
effect = "fen01.fx";
}
action SHADER_fenster_1
{
fenster1 = my;
fenster1.material = fenster;
}
starter init_fenster()
{
bmap_to_cubemap(fenster_mtlSkin1);
}
FX FILE
Code:
extern texture entSkin1;
extern texture entSkin2;
extern texture entSkin3;
extern texture entSkin4;
extern texture mtlSkin1;
extern texture mtlSkin2;
extern texture mtlSkin3;
extern texture mtlSkin4;
extern float4x4 matMtl;
extern float4x4 matViewInv;
technique fenster //Author: ME
{
pass p0
{
ZWriteEnable = true;
AlphaBlendEnable = true;
//TEXTURE STAGE [0]
Texture[0] = <entSkin1>;
}
pass p1
{
DestBlend = DestColor;
//TEXTURE STAGE [0]
Texture[0] = <mtlSkin1>;
TextureTransformFlags[0] = Disable;
//TEXTURE STAGE [1]
Texture[1] = <mtlSkin2>;
ColorOp[1] = Modulate;
TextureTransform[1] = <matViewInv>;
TextureTransformFlags[1] = Count3;
TexCoordIndex[1] = cameraSpaceReflectionVector;
//TEXTURE STAGE [2]
Texture[2] = <mtlSkin3>;
}
};
Does anyone know this problem? I would be very thankfull for a hint or a tip where I have to go to solve this problem.
cheers
Zwecklos