Reflection
by Barry Gallagher · in Torque Game Engine Advanced · 05/08/2007 (4:24 pm) · 8 replies
All I really want to do is apply a reflection/environment map to a dts model of a window in TGEA. Thing is I cant apply environment maps to anything that isnt a vehicle or player.
Plan B is to do this with shaders... Is there a stock shader suited to this?
Plan B is to do this with shaders... Is there a stock shader suited to this?
About the author
#2
here is an example of what I tried earlier with no success.
I added what is below to a material.cs file in the same folder as the window model.
05/09/2007 (7:14 am)
All I want to do is add reflection to a texture called "window.jpg" which is applied to a dts window model named "window.dts" .here is an example of what I tried earlier with no success.
I added what is below to a material.cs file in the same folder as the window model.
Quote:
datablock CustomMaterial( ReflectBumpMat )
{
texture[1] = "$backbuff";
texture[0] = "~/data/interiors/House_of_future/Dts_Models/window";
shader = ReflectBump;
version = 2.0;
planarReflection = true;
};
#3
05/09/2007 (7:15 am)
Im not really set on any method. Reflection of any kind would be good.
#4
I dont actually have that file in my demo/data folder .. should I create it? ..or has the technique changed.
Another question is do I have to use Png instead of Jpg when applying shaders.
05/09/2007 (8:43 am)
Okay I have done some more research and now realise I also have to define the material in materialmap.cs ..I dont actually have that file in my demo/data folder .. should I create it? ..or has the technique changed.
Another question is do I have to use Png instead of Jpg when applying shaders.
#5
05/12/2007 (2:53 am)
You can use either:)
#6
05/12/2007 (5:59 am)
Png is a far superior format though.
#7
05/12/2007 (7:33 am)
With bigger sized bitmaps...
#8
05/13/2007 (1:45 am)
Whenever you need the correct color not some strange approx through wavelets
Torque 3D Owner Bobby Leighton