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Re: HLSL shader hints [Re: Darkstorm] #36242
01/12/05 06:23
01/12/05 06:23
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
Senior Expert
Darkstorm  Offline
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
Anyone have any insight on this? If a screenshot would help let me know and I'll post one.

Re: HLSL shader hints [Re: Darkstorm] #36243
01/12/05 06:35
01/12/05 06:35
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Screenshot would be good, also what GPU this is being rendered on...


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Re: HLSL shader hints [Re: Rhuarc] #36244
01/12/05 17:39
01/12/05 17:39
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
Okay here's a shot of what I'm talking about:



The code that I added is this:

Code:

bmap grassmap = <grass001.bmp>;
bmap dirtmap = <dirt001.bmp>;

function mtl_terrainmulti3_init()
{
bmap_to_mipmap(mtl.skin2);
bmap_to_mipmap(mtl.skin3);
}


MATERIAL mtl_terrainmulti3
{
skin2 = grassmap;
skin3 = dirtmap;

event = mtl_terrainmulti3_init;

effect = "

........



And I canged the two skins from entSkin to mtlSkin:

Code:

sampler sMaskTex = sampler_state
{
Texture = <entSkin1>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

sampler sBaseTex = sampler_state
{
Texture = <mtlSkin2>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

sampler sRedTex = sampler_state
{
Texture = <mtlSkin3>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

#ifdef GREENMASK
sampler sGreenTex = sampler_state
{
Texture = <entSkin4>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};
#endif



The entSkins are working as they should but the mtlSkins have that blacked out look.

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