Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (TipmyPip, OptimusPrime, AndrewAMD), 14,882 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: HLSL shader hints [Re: Darkstorm] #36242
01/12/05 06:23
01/12/05 06:23
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
Senior Expert
Darkstorm  Offline
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
Anyone have any insight on this? If a screenshot would help let me know and I'll post one.

Re: HLSL shader hints [Re: Darkstorm] #36243
01/12/05 06:35
01/12/05 06:35
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Screenshot would be good, also what GPU this is being rendered on...


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: HLSL shader hints [Re: Rhuarc] #36244
01/12/05 17:39
01/12/05 17:39
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
Senior Expert
Darkstorm  Offline
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
Okay here's a shot of what I'm talking about:



The code that I added is this:

Code:

bmap grassmap = <grass001.bmp>;
bmap dirtmap = <dirt001.bmp>;

function mtl_terrainmulti3_init()
{
bmap_to_mipmap(mtl.skin2);
bmap_to_mipmap(mtl.skin3);
}


MATERIAL mtl_terrainmulti3
{
skin2 = grassmap;
skin3 = dirtmap;

event = mtl_terrainmulti3_init;

effect = "

........



And I canged the two skins from entSkin to mtlSkin:

Code:

sampler sMaskTex = sampler_state
{
Texture = <entSkin1>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

sampler sBaseTex = sampler_state
{
Texture = <mtlSkin2>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

sampler sRedTex = sampler_state
{
Texture = <mtlSkin3>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

#ifdef GREENMASK
sampler sGreenTex = sampler_state
{
Texture = <entSkin4>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};
#endif



The entSkins are working as they should but the mtlSkins have that blacked out look.

Page 2 of 2 1 2

Moderated by  Blink, Hummel, Superku 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1