UraniumSlug {l Wrote}:Ah I see, I totally forgot the original spec then. So let me get this right, are you wanting to add Shadow maps, or just the technique you described manually painting a lightmap?
UraniumSlug {l Wrote}:I'll give it a shot, I've never manually painted a map before but if it's decent then I'll give it a shot using the splatted overworld map. Shall I take the task on Sourceforge?
UraniumSlug {l Wrote}:One last question Auria. Can I use the same UV coordinates as the splat overlay?
UraniumSlug {l Wrote}:So, I gave this a try yesterday and I was greeted with a black texture. After reverting the shader and doing some digging I suspect it's got to do with the fact that the splatting sets four textures and I was attempting to set a fifth as a lightmap. Judging by the source code, irrlicht only supports up to four materials.
Auria, how do you suggest I work around this limitation?
irr_driver->getVideoDriver()->enableMaterial2D();
UraniumSlug {l Wrote}:No idea what was going on, bit the bullet and updated to the current build. Seems to be cool. Shader mod will be ready soon!
UraniumSlug {l Wrote}:No idea what was going on, bit the bullet and updated to the current build. Seems to be cool. Shader mod will be ready soon!
UraniumSlug {l Wrote}:Haven't looked at this for a while, real life got a bit in the way. I've put the shader together though, however my 5th sample isn't being set properly (there weren't many checks in the original source to validate this). This evening I plan to step through and find out exactly why this is occuring. Fear not, it will be finished
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