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Re: To SteemPipe
[Re: MASTERJUNOJET]
#35854
12/21/04 07:54
12/21/04 07:54
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
OP
Serious User
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OP
Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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Quote:
I guess im outta luck
Unless any of you know how to make it work on an
nVidia GeForce FX 5600 256MB v66.93 drivers (Direct X 9c)
The water just shows up black, any thoughts?
Did my published demo run okay for you?? If it did, then there is something that needs to be looked at in your implementation. The drivers I used for the testing are the ones in my sig below.
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Re: To SteemPipe
[Re: MASTERJUNOJET]
#35857
12/23/04 20:09
12/23/04 20:09
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Joined: Jan 2003
Posts: 142 England
Ranger1
Member
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Member
Joined: Jan 2003
Posts: 142
England
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@Rhuarc,
Nope you're not the only one I get the same 'effect' also
I have a radeon 9200
Last edited by Ranger1; 12/23/04 20:09.
Whilst all Answers are replies not all replies are Answers
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Water Shader: Exchange the cube_map
[Re: JvsJGameDesign]
#35862
01/04/05 08:11
01/04/05 08:11
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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Hello Steempipe, thanks for this great shader! But is there any solution to use it also in a closed room with no visible skycube? I tried to replace the "water_cube" bmap with one which is generated by this script: http://www.conitecserver.com/wiki/index.php/RenderCubeScriptbut the engine crashed with no error using the script. Is there any other way to capture the cube_map from the water position? old_bill
Success is walking from failure to failure with no loss of enthusiasm.
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