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Re: Fixed Function water? [Re: Matt_Aufderheide] #24680
03/30/04 05:00
03/30/04 05:00
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Matt_Aufderheide Offline OP
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About the unsupported error.. i dont know why it doesnt work on a geforce 3.. maybe it doesnt support environmental bumpmapping..
its a not a shader btw its a fixed function texture effect


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Re: Fixed Function water? [Re: Matt_Aufderheide] #24681
03/30/04 05:05
03/30/04 05:05
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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See I told you I was clueless. Anyway, I wrote an action that assigns "mat_water". That is how you set it up correct? As far the environment mapping, I can get that to work using a different script.

Re: Fixed Function water? [Re: Matt_Aufderheide] #24682
03/30/04 05:06
03/30/04 05:06
Joined: Oct 2000
Posts: 1,543
Germany
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Alexander Esslinger Offline
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Alexander Esslinger  Offline
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TFactor is a DWORD value, not a texture. Maybe that's the problem.

Re: Fixed Function water? [Re: Darkstorm] #24683
03/30/04 05:12
03/30/04 05:12
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ventilator Offline
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ventilator  Offline
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maybe the geforce3 does only support 2 texture stages in the fixed function pipeline? that would explain it... jcl added the number of texture stages to this table -> http://conitecserver.com/wiki/index.php/ShaderSupportOverview it's strange though that 4 stages can be used with pixel shaders on a geforce3.

@matt: where do you set up bumpenvmat? isn't it needed? and why isn't it necessary to convert the bumpmap to a uv-offset map? could you post a screenshot or a demo of that effect?



Re: Fixed Function water? [Re: ventilator] #24684
03/30/04 17:09
03/30/04 17:09
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Matt_Aufderheide Offline OP
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Yes it could be the geforece 3 dosent have 3 stages.. in this case you will need a 2 stage fallback.. i would then forego the first stage and just use the last two.. that way you will still have the environment bump mapping.

I dont really know what the purpose of bumpenvmat is.. it seems to work ok without setting it up...when i do put it in it doesnt seem to work correctly..
maybe someone can figure it out?

Yeah you probably should convert the the bump map to a normal map.. i just forgot


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Re: Fixed Function water? [Re: Taros] #24685
03/30/04 20:29
03/30/04 20:29
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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For some reason when I use the code that Taros posted it works. Looks a bit funky but both the bump and the env mapping show up.

Re: Fixed Function water? [Re: Matt_Aufderheide] #24686
03/30/04 21:53
03/30/04 21:53
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ello Offline
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however this looks totally cool. using different textures is a loot of fun. thx for this


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Re: Fixed Function water? [Re: ello] #24687
03/31/04 06:50
03/31/04 06:50
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mk_1 Offline

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Could someone please make a screenshot?


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Re: Fixed Function water? [Re: mk_1] #24688
04/01/04 21:49
04/01/04 21:49
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Cambridge
Joey Offline
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Joey  Offline
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@Ello:
how would the code have to be changed to convert it into a two-passes-technique?

JOEY.

Re: Fixed Function water? [Re: Joey] #24689
04/04/04 21:52
04/04/04 21:52
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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GeForce 4MX only supports two stages, so would anybody who knows explain how to transform this code into a two-passes-effect? That would be very nice!

Or isn't there anyone who knows how to do it?

JOEY.

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