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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120731
04/02/07 14:50
04/02/07 14:50
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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@Guitar: nice contribution, i'll look at it later @lostclimate: if you guys ever do get that working, it'd be a sweet contribution
- aka Manslayer101
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Machinery_Frank]
#120733
04/02/07 15:28
04/02/07 15:28
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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It would be a nice project. If you read the positions from thye WMP and saved them to a text file. Then loaded the positions from the text file into an array. Then create a light management system to tell which lights need to be passed to the shader.
The only problem I see is when passing to the shader. For each light, you have to pass 7 variables (x, y, z, red, green, blue, range). I'm not sure what would be the best way to pass these to the shader though.
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Loopix]
#120735
04/02/07 23:50
04/02/07 23:50
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Posts: 2,503 SC, United States
xXxGuitar511
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i could, but then I'd have to use both (for light position and color), limiting me to one light passed to the shader...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120736
04/03/07 03:43
04/03/07 03:43
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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well i can read the colors directly from the file, so pixel for vec isnt really needed
edit: I also wanted to add that its real easy to get info and write info to wmps, i made landscape block editor the first month i started using 3dgs seriously, but it didnt work out because it was to many wierd angles for the engine, and the lighting got all screwed up.
Last edited by lostclimate; 04/03/07 03:45.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: lostclimate]
#120737
04/03/07 14:04
04/03/07 14:04
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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pixel_for_vec() would still be needed to convert the c-script values to float() vectors...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: mpdeveloper_B]
#120739
04/05/07 13:58
04/05/07 13:58
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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For the normal mapping on terrains, should the NM's be for each texture (tiled), or one NM for the whole terrain?
xXxGuitar511 - Programmer
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