So close.. yet so far away..
by Kevin Johnson · in Torque Game Engine · 08/12/2004 (9:37 am) · 8 replies
Ok i've made additions to materialPropertyMap to allow for a normal map to be loaded for interiors (following the code for enviroment maps).
in interior.cc (prepforrendering)I have
but where do i actually load the file? because when i do a getGLName in interiorrender (rencerARB_FC):
any clues what i am missing?
pEntry->normalMapName = StringTable->insert(pColon);and created an sgNormalMapPolyList to hold the geometry associated with the normal map.
in interior.cc (prepforrendering)I have
mNormalMaps[i] = new TextureHandle(pEntry->normalMapName, InteriorTexture);after this line executes nMormalMaps[i] holds "texture_normalmap" (which is my normal map specified in propertymap.cs)
but where do i actually load the file? because when i do a getGLName in interiorrender (rencerARB_FC):
glBindTexture(GL_TEXTURE_2D,mNormalMaps[sgNormalPolyList[i]]->getGLName());i get a bad ptr..
any clues what i am missing?
#2
you know i'm an EA already.. you answered a few of my questions on the TSE forum..anywho..
if the call to TextureHandle loads it then i have a bad path somewhere.. thanx :)
08/12/2004 (3:06 pm)
Lol mr funny man..you know i'm an EA already.. you answered a few of my questions on the TSE forum..anywho..
if the call to TextureHandle loads it then i have a bad path somewhere.. thanx :)
#4
08/15/2004 (11:44 am)
Dynamic lighting?
#5
08/15/2004 (1:48 pm)
Got it!..since i'm doing all my texture blending in the shader removing the blending code from renderlights did the trick..
#6
08/16/2004 (12:55 am)
Neat. Screeny?
#7

whats so kewl about this is i'm adding a diffuse component to my lightmap (lightmap* normal map) and it makes the lightmap all bumpy as well..
08/16/2004 (2:29 pm)
Okey dokey.. :)
whats so kewl about this is i'm adding a diffuse component to my lightmap (lightmap* normal map) and it makes the lightmap all bumpy as well..

Associate Kyle Carter
Actually, the TextureHandle should load it when you specify it.