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flipping the cubemap? #48893
07/09/05 03:55
07/09/05 03:55
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline OP
Senior Developer
Josh_Arldt  Offline OP
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
I need to know how I could flip and environment map around through hlsl or asm without messing with the environment map at all.
What I mean by this is I want the surface to reflect what is under it or over it(if i am looking through the bottom) ect...
Kind of like a glass shader...
I've looked through other peoples refraction/glassy shaders(that DO use cubemaps. not R2T) ect... and can't figure out how to do this in my shader.

Re: flipping the cubemap? [Re: Josh_Arldt] #48894
07/09/05 14:35
07/09/05 14:35
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
Senior Developer
A

Joined: Oct 2000
Posts: 1,543
Germany
Don't flip the cubemap, reflect/refract the light vector.

Re: flipping the cubemap? [Re: Alexander Esslinger] #48895
07/10/05 07:00
07/10/05 07:00
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline OP
Senior Developer
Josh_Arldt  Offline OP
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
Thanks Alexander Esslinger.
I almost figured it out on my own.
This is the fix:

OUT.eyeVector = worldPos - ViewIT[3];

... seems to be sideways now.

Re: flipping the cubemap? [Re: Josh_Arldt] #48896
07/10/05 13:34
07/10/05 13:34
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
hlsl or asm?

I tried to write it into the masked environment mapping ffp of Steempipe, and got one error message after another.

Re: flipping the cubemap? [Re: Pappenheimer] #48897
07/10/05 21:53
07/10/05 21:53
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline OP
Senior Developer
Josh_Arldt  Offline OP
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
Quote:

hlsl or asm?

I tried to write it into the masked environment mapping ffp of Steempipe, and got one error message after another.




Does this look like asm to you
Well, I guess you're still new to shaders aren't you.

Quote:

OUT.eyeVector = worldPos - ViewIT[3];





It's HLSL.

You won't be able to do this in Steempipes env_masked ffp because it's not written in HLSL or ASM. His ffp env_mask shader uses the Fixed-Function Pipeline.


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