> mam pytanie, nieco zwiazane z nowa mapa socka. jak zrobic ( chyba tak to sie nazywa) multitekstury, czyli stopniowe \'przechodzenie\" z jednej tekstury do drugiej?
Wlepiam listing shadera terenu:
// ======================================================================
// Terrain blending without dotProduct2 and ivector
// ======================================================================
textures/sockter/ter_rock2blend // Vine walls only
{
qer_editorimage textures/sockter/ter_rock2blend.tga
q3map_nonplanar
q3map_shadeAngle 120
{
map textures/sockter/ter_rock2.tga // Primary
rgbGen identity
}
{
map textures/sockter/ter_rock2vine.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Oraz coś co u mnie nie działa ze względu na dotproduct2:
// ======================================================================
// DotProduct2 Terrain blending
// ======================================================================
//
textures/sockter/ter_dirtmud // Around the ruins
{
qer_editorimage textures/sockter/ter_dirtmud.tga
q3map_nonplanar
q3map_shadeangle 120
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
{
map textures/sockter/ter_dirt1.tga // Primary
rgbGen identity
}
{
map textures/sockter/ter_mud1.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Gdyby ktoś miał wątpliwości co do praw autorskich:
// ======================================================================
// alpha fade shaders
// (c) 2004 randy reddig
// distribution, in part or in whole, in any medium, [red]permitted[/color]
// ======================================================================