cause i´m well gonna make a fool of myself
due to my lack of shader knowledge, i just copied it from anywhere and placed it in my testleve.
no wonder it doesn´t work....


////////////////envmap.fx

texture entSkin1;
texture mtlSkin1;
matrix matMtl;
technique envmap
{
pass p0
{
texture[0]=<entSkin1>;
texture[1]=<mtlSkin1>;

zWriteEnable=true;
alphaBlendEnable=true;

colorArg1[0]=Texture;
colorOp[0]=Modulate2x;
colorArg2[0]=Diffuse;

colorArg1[1]=Texture;
colorOp[1]=blendCurrentAlpha;
addressU[1]=Clamp;
addressV[1]=Clamp;
texCoordIndex[1]=cameraSpaceReflectionVector;
textureTransformFlags[1]=Count3;
textureTransform[1]=<matMtl>; // transform camera space back to world space
}
}

////////////////main wdl, extract:

bmap envmap = <desertsm+6.tga>;

function mtl_envmap_view()
{
mat_set(mtl.matrix,matViewInv);
mtl.matrix41=0;
mtl.matrix42=0;
mtl.matrix43=0;
}

function mtl_env_init()
{
bmap_to_cubemap(mtl.skin1);
mtl.event=mtl_envmap_view;
mtl.enable_view=on;
}

material brushed_metal02 {
skin1=envmap;
event=mtl_env_init;
}

starter load_shaders()
{
d3d_automaterial=1;

effect_load (brushed_metal02, "envmap.fx");

wait(5);
}

//btw, the shader works very well with models =)

so don´t laugh, i am no coder.

Last edited by DaBro0zar; 09/24/05 12:44.