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Re: new to shaders [Re: Steempipe] #59406
11/23/05 20:48
11/23/05 20:48
Joined: Mar 2002
Posts: 221
USA
zefor Offline OP
Member
zefor  Offline OP
Member

Joined: Mar 2002
Posts: 221
USA
I think I almost have it. Floor looks ok but wall is black (but I see bumpmapping, just no texture or color). They dont like static lights eigther. What could I be doing wrong with the wall?
Got it working! How can I use this technique on models?

Last edited by zefor; 11/24/05 00:16.
Re: new to shaders [Re: zefor] #59407
11/25/05 13:52
11/25/05 13:52
Joined: Mar 2002
Posts: 221
USA
zefor Offline OP
Member
zefor  Offline OP
Member

Joined: Mar 2002
Posts: 221
USA
This only reacts to sunlight. How can I get it to react with static or dynamic lights? If I have any other light source in my level the normal maps cannot be seen.

Re: new to shaders [Re: zefor] #59408
11/25/05 15:38
11/25/05 15:38
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
The tutorial in the Wiki was designed as a guide on getting material effect's working with level geometry. The shader itself is kinda lame, and was never really meant to be a complete answer for normalmapping. Therefore, I had left out many details with it.

You will not get the static light info into the shader through engine var's. You could program the dynamic lights to be passed, but you'll also need to caluclate attenuation, falloffs and such. Also, adding the sum of level lighting might help.

You should look at "The Ultimate Lighting Shader" work by Matt A., there you can see how to accomplish all this and more. You can always eliminate passes, move normalizations from the pixelshader to vertexshader and therefore acoomodate lower model hardware pixelshaders.

Eric

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