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Re: FFP / VertexShader Water Code [Re: qwerty823] #27415
05/18/04 11:08
05/18/04 11:08
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Correct... The very 1st post, which works happily on my ATI, took a BMP & passed in through bmap_to_normals.

In the post with test #5, I put the info in comments of what type of texture I used and if I ran it through "bmap_to_whatever". However, each version did work on my ATI.

Bumpwaves.exe generates a V8U8 tex.

Re: FFP / VertexShader Water Code [Re: Steempipe] #27416
05/18/04 11:33
05/18/04 11:33
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Joined: Oct 2003
Posts: 1,258
Virginia, USA
When converting using bmap_to_normals(), the resulting texture format is D3DFMT_A8R8G8B8.


Never argue with an idiot. They drag you down to their level then beat you with experience
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