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sysntax error beim wasser shader... #231072
10/11/08 19:50
10/11/08 19:50
Joined: Aug 2008
Posts: 55
A
asd Offline OP
Junior Member
asd  Offline OP
Junior Member
A

Joined: Aug 2008
Posts: 55
hi, ich habe grade den wasser shader soweit angepasst, dass er auch als .c läuft...
jetzt bekomme ich einen syntax error:
Code:
action Water()
{
	mtl_ffpwater.matrix11 = float(100);	
	mtl_ffpwater.matrix22 = float(100); 

	bmap_to_mipmap(mtl_ffpwater.skin1);
	bmap_to_mipmap(mtl_ffpwater.skin2);

	my.material = mtl_ffpwater;
	fx_mirror();
}

pls hilfe!!!!

Last edited by asd; 10/11/08 19:51.
Re: sysntax error beim wasser shader... [Re: asd] #231075
10/11/08 19:54
10/11/08 19:54
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
wie genau lautet die fehlermeldung.. was steht nach "syntax error"?

Bitte das problem etwas genauer beschreiben...


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: sysntax error beim wasser shader... [Re: Michael_Schwarz] #231081
10/11/08 20:21
10/11/08 20:21
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
floatv...

Re: sysntax error beim wasser shader... [Re: Slin] #231084
10/11/08 20:32
10/11/08 20:32
Joined: Aug 2008
Posts: 55
A
asd Offline OP
Junior Member
asd  Offline OP
Junior Member
A

Joined: Aug 2008
Posts: 55
Originally Posted By: Slin
floatv...


thx, das wasser sieht aber immernoch komisch aus:/

hier bekomme ich immer fehlermeldung:
view_mirror undeclared identifer
Code:
BMAP* waterbump = "waves.jpg";
BMAP* envspec = "sky.jpg";
BMAP* bmap_mirrortarget;
VIEW view_mirror = { bmap = bmap_mirrortarget; }	// render mirror view before camera view
function mtl_ffpwater_event();

MATERIAL*  mtl_ffpwater =
 {
   skin1=waterbump;
   skin2=envspec;
	flags=TRANSLUCENT;
   event = mtl_ffpwater_event;
   effect = "Normalmap.fx";
}

function mtl_ffpwater_event()
{
	while(1)
	{
		//Lets make it scroll in some direction
		mtl_ffpwater.skill1 += 3*time_step;	//Move the water along the x axis with the given speed
		mtl_ffpwater.skill2 += 3*time_step; //Move the water along the y axis with the given speed
		mtl_ffpwater.matrix31 = floatd(sin(mtl_ffpwater.skill1)*100000,40000);
		mtl_ffpwater.matrix32 = floatd(cos(mtl_ffpwater.skill2)*100000,40000);
		wait(1);
	}
}


//BMAP* bmap_mirrortarget;
//panel rtt{flags = visible;}

function fx_mirror()
{
// do nothing if mirror is already running
	if (bmap_mirrortarget) { return; }

	bmap_mirrortarget = bmap_createblack(512,512,888);
	mtl_ffpwater.skin2 = bmap_mirrortarget;
//	view_mirror.bmap = bmap_mirrortarget;
//	view_mirror.size_x = bmap_width(bmap_mirrortarget);
//	view_mirror.size_y = bmap_height(bmap_mirrortarget);
//	rtt.bmap = bmap_mirrortarget;
//	
//	vec_set(view_mirror.portal_x,my.x);
//	vec_add(view_mirror.portal_x,vector(0,0,0));
//	vec_set(view_mirror.pnormal_x,vector(0,0,1.0));	// reflect upwards
//	set(view_mirror,PORTALCLIP);// = on; // clip at portal plane
//
//	set(view_mirror,NOCULL);    // view through walls
//	
//	set(view_mirror,VISIBLE);

	while (bmap_mirrortarget)
	{
		//proc_late();	// camera must be moved and mtlfx_mirrorvisible set before
		
//		view_mirror.aspect = 1;//1024/768; // screen aspect, independent of render target
//		view_mirror.arc    = camera.arc;
//		view_mirror.fog_start = camera.fog_start;
//		view_mirror.fog_end   = camera.fog_end;
//		view_mirror.clip_far  = camera.clip_far;
//		view_mirror.clip_near = camera.clip_near;
//		view_mirror.x 	   = camera.x;
//		view_mirror.y 	   = camera.y;
//		view_mirror.z 	   = 2*my.z-camera.z;//view_mirror.portal_z-camera.z;	// move the camera at its mirror position
//		view_mirror.pan    = camera.pan;
//		view_mirror.tilt   = -camera.tilt;	// flip the vertical camera angle
//		view_mirror.roll   = -camera.roll;
		
		wait(1);
	}
}

action Water()
{
	mtl_ffpwater.matrix11 = floatv(100);	//Tilefactor of the Bumpmap in x direction
	mtl_ffpwater.matrix22 = floatv(100); //Tilefactor of the Bumpmap in y direction

	bmap_to_mipmap(mtl_ffpwater.skin1);
	bmap_to_mipmap(mtl_ffpwater.skin2);

	my.material = mtl_ffpwater;
	//fx_mirror();
}

wtf????????

Last edited by asd; 10/12/08 07:04.
Re: sysntax error beim wasser shader... [Re: asd] #231134
10/12/08 09:04
10/12/08 09:04
Joined: Feb 2006
Posts: 385
Oldenburg,Germany
Ralph Offline
Senior Member
Ralph  Offline
Senior Member

Joined: Feb 2006
Posts: 385
Oldenburg,Germany
Probiers mal so:
VIEW* view_mirror = { bmap = bmap_mirrortarget; }

MFG Ralph

Re: sysntax error beim wasser shader... [Re: Ralph] #231139
10/12/08 10:01
10/12/08 10:01
Joined: Aug 2008
Posts: 55
A
asd Offline OP
Junior Member
asd  Offline OP
Junior Member
A

Joined: Aug 2008
Posts: 55
thx, aber die wellen bump passt mir nich...
wie kann man das ändern?


und jetz kommt nochein prob...
wenn ich durch die welt laufe, versinkt der char bis zu den eiern im boden?

Last edited by asd; 10/12/08 11:44.

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