Search found 10 matches
- Tue May 23, 2006 8:01 am
- Forum: Advanced Help
- Topic: Creating heightmap of an existing terrain-mesh?
- Replies: 1
- Views: 463
Creating heightmap of an existing terrain-mesh?
Hi all, I don't know if this is the right topic for the advanced forum. I have an existing terrain-mesh modeled in max and exported to a directx-file. I want to use the cool grass node system presented by bitplane and tried to create a heightmap from my terrain. So far i have written the height of a...
- Thu May 18, 2006 8:41 am
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 564
The preceding code worked for me when I modified the existing material EMT_SOLID_2_LAYER inside the CD3D9MaterialRenderer.h. Now I tried to add my own material to the materialtype enumeration, modifying the following files: SMaterial.h CD3D9MaterialRenderer.h Afterwards I recompiled the source and r...
- Thu May 18, 2006 8:33 am
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 564
I think that the vertexalpha blending mode in the second layer only accepts two parameters or colorargs, first one is the result from layer 1 (texture 1), second parameter is the texture from layer 2, blending mode vertex alpha. If I wanted to add dynamic lighting (shadowing the blended two textures...
- Wed May 17, 2006 1:24 pm
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 564
Got it, adding a third layer helps: :D pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, ...
- Wed May 17, 2006 12:23 pm
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 564
Ok, I have investigated a bit and it seems quite clear to me now: The first texture layer of the material uses the following params: pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureSt...
- Wed May 17, 2006 9:24 am
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 564
Switching on dynamic lighting for EMT_SOLID_2_LAYER?
Hi, I have looked into the source code of the file C3D9MaterialRenderer.h and wanted to modify the shader properties for the material EMT_SOLID_2_LAYER. I want to have the material being lit by dynamic light. By default, the material ignores the material flag EMF_LIGHTING = true. The material blends...
- Wed May 17, 2006 8:38 am
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 631
- Tue May 16, 2006 1:03 pm
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 631
Thanks hybrid, this is really good. It works, I switched the one light off with the following code: lightData.DiffuseColor = SColorf(0.0f, 0.0f, 0.0f); lightData.AmbientColor = SColorf(0.0f, 0.0f, 0.0f); So if there is simpler code, like a flag for visible or not, please tell me, I didn't find any a...
- Tue May 16, 2006 12:15 pm
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 631
- Tue May 16, 2006 11:17 am
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 631
Creating projected shadows with RenderTargetTexture/Manip.
I want to have cheap shadows for my bicycle model and so I created a camera fixed to the sunlight that renders the bicycle model in a second render pass to a texture attached to a plane below the bicycle. But the rendered image is colored and sharp (naturally :). The shadow plane has transparency as...