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Water FFP: only works after effect_load call
#153821
09/13/07 06:00
09/13/07 06:00
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Joined: Feb 2006
Posts: 324 Germany
maybenew
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OP
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Joined: Feb 2006
Posts: 324
Germany
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the following water-shader (FFP) only works correctly one tick after effect_load was called! one tick later the surface is rendered black... Any ideas? Code:
matrix matMtl; texture mtlSkin1; texture mtlSkin2;
technique w { pass p0 { Texture[0] = <mtlSkin1>; magFilter[0] = linear; minFilter[0] = linear; mipFilter[0] = linear; ColorArg1[0] = Texture; ColorOp[0] = bumpenvmap; ColorArg2[0] = current; TextureTransformFlags[0] = Count2; TextureTransform[0] = <matMtl>; Texcoordindex[0] = 1; Texture[1] = <mtlSkin2>; magFilter[1] = linear; minFilter[1] = linear; mipFilter[1] = linear; AddressU[1] = Clamp; AddressV[1] = Clamp; ColorArg1[1] = Texture; ColorOp[1] = Modulate2x; //Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay ColorArg2[1] = Current; TextureTransformFlags[1] = count3 | projected; texcoordindex[1] = cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector } }
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Re: Water FFP: only works after effect_load call
[Re: maybenew]
#153824
09/14/07 12:43
09/14/07 12:43
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Because of this: Quote:
//Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay
I know that this is the effect from the Shadercollection I created (okay you changed the order of some thing, does it cause any effect? o.O). Later I "contributed" this shader, wich was once written by Steempipe for extra users to test. There is in both cases an example Level. Is it working?
Btw, I´m still trying to get some good looking water for users of the extraedition. It is the same shader, but with realtimereflections and without the fallbacktechnique wich caused the effect not to work on all systems. It works nearly perfect but there is the Problem, that the reflection should be scaled a bit more to the left and to the right, as you can see on this picture:
So, if there is someone who knows, what causes this problem and if possible, how to solve it, It would be great if you can tell me
Slin
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Re: Water FFP: only works after effect_load call
[Re: Slin]
#153825
09/14/07 15:30
09/14/07 15:30
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Joined: Feb 2006
Posts: 324 Germany
maybenew
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Senior Member
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OP
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Joined: Feb 2006
Posts: 324
Germany
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Quote:
Because of this:
Quote:
//Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay
I know that this is the effect from the Shadercollection I created (okay you changed the order of some thing, does it cause any effect? o.O). Later I "contributed" this shader, wich was once written by Steempipe for extra users to test. There is in both cases an example Level. Is it working?
when i remove that the shader works in the test level but does still not work in my game system!
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Re: Water FFP: only works after effect_load call
[Re: Slin]
#153826
09/14/07 15:39
09/14/07 15:39
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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Quote:
So, if there is someone who knows, what causes this problem and if possible, how to solve it, It would be great if you can tell me
Slin
dunno how you do that for extra-edition, but it looks like the rendered view has a different arc (fov) than the camera
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Re: Water FFP: only works after effect_load call
[Re: maybenew]
#153827
09/14/07 19:44
09/14/07 19:44
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
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Posts: 2,713
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Quote:
when i remove that the shader works in the test level but does still not work in my game system!
Does it work as expected, if you use an other "watershader"?
Quote:
dunno how you do that for extra-edition, but it looks like the rendered view has a different arc (fov) than the camera
It should even work for the standart version , I don´t know since when, but they support ffp effects, together with ChrisBs rtt plugin, you get what you see here The arc is definatly the same for both views-.-
It should be possible to strech it a bit as it is done with the bumpmap, right? But how to insert a matrix directly and wich value of the matrix causes what?
Thank you, Slin
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