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Re: Change color/Brightness per Vertex [Re: Hummel] #312981
02/27/10 13:03
02/27/10 13:03
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline OP
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Damocles_  Offline OP
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Joined: Feb 2009
Posts: 2,154
thanks a lot.

Do you know how to mix this result (brigtness) with
an actual textured projection.
(For exampe using the texcoords from a second dummy skin.
to keep the original texturing)

I have no idea how the shaders arrange the rendering.
Would be perfect if I can render the model textured, and alter the
brighness using a second skin for the temporary altered data.

I think I can live without changing the color, and just change the
elumination, if that info cant be altered exaternally by
code.

Thanks for your work

Re: Change color/Brightness per Vertex [Re: Damocles_] #312985
02/27/10 13:15
02/27/10 13:15
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Posts: 2,252
The shader already uses the 2nd texcoords and not the 1st wich are certainly used for skins (there is a differents between multible skins und multible texcoords). Also there is no per vertex color, just the brightness (take a look in the shader). As I said I simply use normals as color to demonstrate the effect.
To what shader do you want to add it?

Re: Change color/Brightness per Vertex [Re: Hummel] #312987
02/27/10 13:27
02/27/10 13:27
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline OP
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Damocles_  Offline OP
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Joined: Feb 2009
Posts: 2,154
I dont really know how shaders process the info.
I see that c.v.u2 hold the elumination value defined by the code.

Basically I dont need a shader dooing anything else
than drawing the textured Model normally (no extra effects, one texture skin enough)
and using the brigtness (as c.v.u2 defined here) for the
vertex.

Would be great if you could add this wink
Then I already have what I was looking for.

Re: Change color/Brightness per Vertex [Re: Damocles_] #312989
02/27/10 13:36
02/27/10 13:36
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
Well, you really should get at least a little bit into shaders tongue
Would a shader with basic diffuse and ambient light do the job? Per pixel or per vertex? Or do you also want some specularity or normalmap or whatever?

Re: Change color/Brightness per Vertex [Re: Slin] #312990
02/27/10 13:46
02/27/10 13:46
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline OP
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Damocles_  Offline OP
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Joined: Feb 2009
Posts: 2,154
Hm, Altering the ambient light, and the additional brightness (defined per vertex) are enough.
no normalmap needed.

Specularity would be nice, but not that important.

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