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Re: Working texture projectors :)
[Re: Matt_Aufderheide]
#32670
12/08/04 08:14
12/08/04 08:14
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Joined: Jul 2004
Posts: 1,710
MMike
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,710
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EDIT:// OKay now I can have them all working, and fading cool.. but, it just works when fading to black, and .. When there are 2 entityes on the level , that are affected by the projector, both of them get them , but Shared, like if the other entity moves, the my material is shared and f it moves mine moves too even if im still
Sorry grammar.
eh
Last edited by Unknot; 12/08/04 10:34.
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Re: Working texture projectors :)
[Re: MMike]
#32673
07/08/06 16:43
07/08/06 16:43
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Joined: Mar 2003
Posts: 4,427 Japan
A.Russell
Expert
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Expert
Joined: Mar 2003
Posts: 4,427
Japan
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I've just tried this one, too. It doesn't work as is. Perhaps it is old syntax?
Firstly, this line craps out: VertexShaderConstant[0] = <matWorld>; //World Matrix
I saw that the definition of matWorld was commented out ofr some reason, so I uncommented it, which got me as far as this line:
//range constant VertexShaderConstant[33] = (0.01f, 0.5f, 0.05f, 0.0f);
And that was where I threw in the towel.
What I want is an image projected over the map all models as a cursor to select things in the environment. Is this posible, who can do it, and what do you want for it?
Last edited by A.Russell; 07/08/06 16:46.
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