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Re: Normalmapping shader (ps1.1) [Re: ello] #50912
08/08/05 17:31
08/08/05 17:31
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

what is the extern... for??




It's not *needed*, however I put it there for readability.
Quote:

A global variable marked extern is an external input to the shader. To set an extern variable, use any of the set methods ("SetVertexShaderConstantX") or any of the ID3DXConstantTable interface methods.

A global variable that is not declared to be either static or extern is assumed to be extern. You cannot declare a global variable with both extern and static.



-MSDN

Quote:

you say it supports a point light.. how do you calculate attenuation? as far as i can see it doesnt have any at all. It seems you need another pass with an attenuation factor.



Good point, I have not added attenuation to the shader- this is a direct port of the one linked to in the first post. If I find a few minutes sometime this week I will throw in attenuation. I have another ps1.1 normalmapping shader I coded a while back from scratch that uses attenuation and specular, I will probably just copy some source from that over.

-Rhuarc


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Re: Normalmapping shader (ps1.1) [Re: SirSven] #50913
08/08/05 18:40
08/08/05 18:40
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Quote:

Can somebody help me?

I get always the error that the model has the same color like my background and fog!
I have one dynamic light next to the model!






You need to code Fog output in the shader.

Re: Normalmapping shader (ps1.1) [Re: Steempipe] #50914
08/08/05 20:35
08/08/05 20:35
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
damn, i still didn“t manage to integrate it in my scripts. i really need a scripter...

Re: Normalmapping shader (ps1.1) [Re: broozar] #50915
08/10/05 01:38
08/10/05 01:38
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
Senior Developer
Josh_Arldt  Offline
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
This would be perfect for me if the bumps were dynamic.
How hard would it be for me to do that?
Also if it could work on shaded blocks...
What would I have to do?
BTW how can I make it more bumpy? it barely shows up on most textures...

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