Im totally cofused it would be very nice if someone could explain me how it works
I converted it to lite-c no error at all
but when i use it only the texture of the car gets brighter nothing more
I really need you help!!!!!!
THanks for helping
PS:WOuld be nice if someone could upload a working code in lite-c
with an example cube or something
Here is the shader iam using:
BMAP* bmp_envcube = "skycube1+6.tga";
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function mtl_envmirror_view()
{
mat_set(mtl.matrix, matViewInv);
mtl.matrix41 = 0;
mtl.matrix42 = 0;
mtl.matrix43 = 0;
mat_scale(mtl.matrix, 1, -1, 1);
}
function mtl_envmirror_init()
{
bmap_to_cubemap(mtl.skin1);
mtl.event = mtl_envmirror_view;
set(my,ENABLE_VIEW);
}
MATERIAL* mtl_envmirror= // environment cube
{
skin1 = bmp_envcube;
event = mtl_envmirror_init;
effect = "
texture mtlSkin1;
texture entSkin1;
matrix matMtl;
technique envcube
{
pass p0
{
AddressU[0] = Clamp; // don't wrap around edges
AddressV[0] = Clamp;
TexCoordIndex[0] = CameraSpaceReflectionVector;
TextureTransformFlags[0] = Count3;
TextureTransform[0] = <matMtl>; // transform camera space back to world space
Texture[0] = <mtlSkin1>;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
ColorOp[0] = Modulate2x;
Texture[1] = <entSkin1>;
TextureFactor = 0xC0FFFFFF;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[1] = BlendFactorAlpha; // blend by 75% (= oxC0)
}
}
//technique fallback { pass p0 { } } // empty fallback causes normal rendering without effect
";
}
WFG Progger