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Re: Shaders! [Re: Slin] #210275
06/09/08 14:49
06/09/08 14:49
Joined: Aug 2004
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Kyiv, Ukraine
VeT Offline
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i tried to add your water from Water.c , but got error



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Re: Shaders! [Re: VeT] #210310
06/09/08 20:02
06/09/08 20:02
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Slin Offline OP
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How do you assign the shader?

Re: Shaders! [Re: Slin] #210311
06/09/08 20:12
06/09/08 20:12
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VeT Offline
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just added action Env_Water_act() to flat model...


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Re: Shaders! [Re: VeT] #210316
06/09/08 20:25
06/09/08 20:25
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Slin Offline OP
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in a lite-c project? and you made sure, that the WaterBump.tga (or similar) is there?

Re: Shaders! [Re: Slin] #210319
06/09/08 20:30
06/09/08 20:30
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VeT Offline
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yes, i even moved that file to shader folder...


crash comes from string
Code:
	OS_Water_init(my,Env_Water_Bump_bmap,Temp_bmap,my.skill1,my.skill2,my.skill3,my.skill4,2,1024,1024);



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Re: Shaders! [Re: VeT] #210325
06/09/08 20:40
06/09/08 20:40
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VeT Offline
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really, i need just refraction shader for glass... maybe there is another way? smile


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Re: Shaders! [Re: VeT] #210329
06/09/08 21:04
06/09/08 21:04
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Slin Offline OP
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Ahh, I guess that temp_bmap isn´t set.
You will have to generate it first. Btw, there is also a refraction shader in the pack, OS_HeatHaze.c.

Re: Shaders! [Re: Slin] #210333
06/09/08 21:43
06/09/08 21:43
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VeT Offline
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heh, its really magic collection of shaders :))
thanks, i'd look through OS_HeatHaze.c


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Re: Shaders! [Re: VeT] #210338
06/09/08 22:26
06/09/08 22:26
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VeT Offline
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and what is temp_bmap, just clear bmap or skybox?


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Re: Shaders! [Re: VeT] #210411
06/10/08 12:57
06/10/08 12:57
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Slin Offline OP
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it is streched over the whole waterterrain and defines how much refraction is used at each pixel. This map will be autogenerated if you take away the comment marks in the line above.

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