Greetings, thanks to some great people here I've managed to implement relief mapping using shader code from the Typhoon Labs shader designer.
Now with only changin the code for getting the binormal and tangent
eyeSpaceTangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
eyeSpaceBinormal ...
Search found 24 matches
- Sat May 15, 2010 2:48 pm
- Forum: Advanced Help
- Topic: A question about binormals and tangents (shader related)
- Replies: 0
- Views: 721
- Fri May 14, 2010 1:16 pm
- Forum: Beginners Help
- Topic: Displaying a dynamic variable on screen
- Replies: 4
- Views: 564
Re: Displaying a dynamic variable on screen
how do I pass a float variable to the setText function?
irr::gui::IGUIStaticText myText = guienv->addStaticText(L"", ...);
//....
myText->setText(irr::core::stringw(myFloatVariable).c_str());
Thank you very much
irr::gui::[b]IGUIStaticText*[/b] myText = gui->addStaticText(L"",core::rect<s32 ...
irr::gui::IGUIStaticText myText = guienv->addStaticText(L"", ...);
//....
myText->setText(irr::core::stringw(myFloatVariable).c_str());
Thank you very much
irr::gui::[b]IGUIStaticText*[/b] myText = gui->addStaticText(L"",core::rect<s32 ...
- Wed May 12, 2010 12:51 pm
- Forum: Beginners Help
- Topic: Displaying a dynamic variable on screen
- Replies: 4
- Views: 564
Displaying a dynamic variable on screen
Greetings , whats the easiest way to show a changing variable on screen ?, I have a global variable which is changable during the program run time.
I simply want to have a display of the variables current value in the window.
I looked at the tutorial 9 which had something similar
gui->addEditBox ...
I simply want to have a display of the variables current value in the window.
I looked at the tutorial 9 which had something similar
gui->addEditBox ...
- Sat May 08, 2010 11:36 am
- Forum: Beginners Help
- Topic: Changing a uniform shader variable on the fly?
- Replies: 5
- Views: 1067
- Fri May 07, 2010 4:53 pm
- Forum: Beginners Help
- Topic: Changing a uniform shader variable on the fly?
- Replies: 5
- Views: 1067
Changing a uniform shader variable on the fly?
Is it possible, I was planing to combine the slidebar from the tutorial no.5 with a shader. So that when that the user moves the slidebar the parameters of the shader change.
Can this be done?
Can this be done?
- Fri May 07, 2010 4:27 pm
- Forum: Advanced Help
- Topic: Normals in RGB, heightmap in Alpha, passing to shader
- Replies: 12
- Views: 4338
- Wed May 05, 2010 12:24 pm
- Forum: Advanced Help
- Topic: Normals in RGB, heightmap in Alpha, passing to shader
- Replies: 12
- Views: 4338
- Mon May 03, 2010 11:43 am
- Forum: Advanced Help
- Topic: Normals in RGB, heightmap in Alpha, passing to shader
- Replies: 12
- Views: 4338
- Sun May 02, 2010 3:31 pm
- Forum: Advanced Help
- Topic: Normals in RGB, heightmap in Alpha, passing to shader
- Replies: 12
- Views: 4338
sampler2D means texture (don't know if you can use it for other things but I think you can't), and services->setPixelShaderConstant("baseMap", (float*)(&baseMap), 1); doesn't set a texture, it sets just one float (4 bytes) on that texture - entry.
Check out the link as Bate seems to have done the ...
Check out the link as Bate seems to have done the ...
- Sat May 01, 2010 12:10 pm
- Forum: Advanced Help
- Topic: Normals in RGB, heightmap in Alpha, passing to shader
- Replies: 12
- Views: 4338
Not intending to hijack the thread, but how exactly does the base material for a shader work? Doesn't the shader override the base material?
I don't think it does in a complete sense, for example try putting a transparent material type as a base, you will get a transparent effect on your texture ...
I don't think it does in a complete sense, for example try putting a transparent material type as a base, you will get a transparent effect on your texture ...
- Fri Apr 30, 2010 4:37 pm
- Forum: Advanced Help
- Topic: Normals in RGB, heightmap in Alpha, passing to shader
- Replies: 12
- Views: 4338
Normals in RGB, heightmap in Alpha, passing to shader
Greetings, I have a shader in which it passes a texture in 1, and the normals and heightmap in the second picture.
Thanks to some great people here i know how to pass textures to the shader
int baseMap=0;
services->setPixelShaderConstant("baseMap", (float*)(&baseMap), 1);
int reliefMap=1;
services ...
Thanks to some great people here i know how to pass textures to the shader
int baseMap=0;
services->setPixelShaderConstant("baseMap", (float*)(&baseMap), 1);
int reliefMap=1;
services ...
- Thu Apr 29, 2010 1:56 pm
- Forum: Advanced Help
- Topic: 5-Light Phong Shader Material
- Replies: 6
- Views: 1085
- Tue Apr 27, 2010 1:46 pm
- Forum: Advanced Help
- Topic: Passing a texture to a shader
- Replies: 9
- Views: 1841
- Tue Apr 27, 2010 1:01 pm
- Forum: Advanced Help
- Topic: Passing a texture to a shader
- Replies: 9
- Views: 1841
- Mon Apr 26, 2010 3:09 pm
- Forum: Advanced Help
- Topic: Passing a texture to a shader
- Replies: 9
- Views: 1841