[Gtkradiant] problem with shader
Tim Aerdts
fragger123 at gmail.com
Wed Apr 30 14:59:42 CDT 2008
Hi Dirk,
I tried this and got the following result :)
textures/test/red
{
{
map $whiteimage
rgbGen const ( 1.0 0.0 0.0 )
}
{
map $lightmap
rgbGen identity
blendFunc filter
}
}
With this result
http://fragger.quakedev.com/other/screens/xperiment00219.jpg
Hope it helps, which engine are you using?
Greetings,
Fragger
On Wed, Apr 30, 2008 at 11:46 AM, Dirk <noisyb at gmx.net> wrote:
> Forest Hale wrote:
> > Dirk wrote:
> >> i want a shader that does just make a red surface
> >>
> >> textures/test/red
> >> {
> >> {
> >> map $whiteimage
> >> rgbGen const ( 1.0 0.0 0.0 )
> >> blendFunc add
> >> }
> >> {
> >> map $lightmap
> >> rgbGen identity
> >> blendFunc filter
> >> }
> >> }
> >>
> >> ...but why is it transparent?
> >>
> >> Can anyone help? or point me to a place where someone can help? I have
> >> had a look at the Q3A shader manual.. but this is the best I can come
> up
> >> with after having read it...
> >
> > Your first pass has a blendFunc, therefore it is transparent.
> >
>
> i need that blendfunc in the first pass or the surface will be just
> white... or should i make 3 "passes"(?) and add the rgbGen in the 2nd?
> how would/should that look like (syntax-wise)?
>
> i'm a total shader noob and everything above is the result of try and
> error and barely understanding the cryptic shader manual... i figured in
> the meantime that blendfunc is a GL function and that 'add' and 'filter'
> are just synonyms for sfilter and dfilter stuff... and that's pretty
> much it... shader files seem to be some script language to program the
> GPU using GL... :D
>
> someone please show me how this shader has to look like to do things
> right... i want a single, nontransparent color on the surface...
>
> (and maybe how to do a single rgba color on a surface using a shader...
> but i might be able to figure that out myself then...)
>
> Thank you!
>
>
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--
Xperiment
www.xperimentgame.com
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