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Real enviroment refletion for cars? #46322
05/19/05 00:40
05/19/05 00:40
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Hi.
I am using this to make a fake enviroment refletion in my cars.
Does anyone knows how can I make a real enviroment refletion for cars?
And why I can not have shadow with this?

Code:
 
bmap bmpcube = <enviroment.tga>;

function enviroment_shader_view()
{
mat_set(mtl.matrix,matViewInv);
mtl.matrix41=0;
mtl.matrix42=0;
mtl.matrix43=0;
}

function enviroment_shader_init()
{
bmap_to_cubemap(mtl.skin1);
mtl.event=enviroment_shader_view;
mtl.enable_view=on;
}

material enviroment_Shader
{
skin1=bmpcube;
event=enviroment_shader_init;

effect=
"
texture entSkin1;
texture mtlSkin1;
matrix matMtl;
technique envmap
{
pass p0
{
texture[0]=<entSkin1>;
texture[1]=<mtlSkin1>;

zWriteEnable=true;
alphaBlendEnable=false;

colorArg1[0]=Texture;
colorOp[0]=Modulate2x;
colorArg2[0]=Diffuse;

colorArg1[1]=Texture;
textureFactor=0x40FFFFFF; // -> C0=75%, 80=50%, 40=25%
colorOp[1]=blendFactorAlpha;
addressU[1]=Clamp;
addressV[1]=Clamp;
texCoordIndex[1]=cameraSpaceReflectionVector;
textureTransformFlags[1]=Count3;
textureTransform[1]=<matMtl>; // transform camera space back to world space
}
}
";
}



Re: Real enviroment refletion for cars? [Re: XNASorcerer] #46323
05/20/05 03:39
05/20/05 03:39
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Anyone?


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