Horde3D

Next-Generation Graphics Engine
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 Post subject: A couple of questions!
PostPosted: 13.09.2010, 15:05 
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Joined: 04.09.2010, 21:42
Posts: 11
Hey everybody,

I've got a couple of questions concerning usage of horde (beta 4):

First thing is about the shaders, I see 2 formats, one is with the use of XML and one is with the .shader extension. For what I can tell, the .shader version is the one currently used and even though the documentation is somewhat up to date, the wiki seems not (the specular/glow and gloss tuts). Is anyone able to help me with the gloss as that one is still in the xml format.

Other question is as follows:

The specular seemed simple enough and I modified the model.shader without any problems. I don't get any error for what it seems, but when I use it, my light(s) are gone. also with that, how would I specify the specular map in the material file? Right now I just add the following:

<Sampler name="albedoMap" map="models/plane/Specular map.tga" />

But for some reason it doesn't feel right.

I hope I said everything cleary, and thanks in advance for the help :)

Also if someone could direct me in shader creation tuts for beginners they would recommend it would be much appreciated, I can handle my C++, but shaders are new to me :)


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PostPosted: 14.09.2010, 21:32 
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Joined: 10.09.2006, 15:52
Posts: 1217
For a specular map, you have to decalare a new sampler in the shader FX section and the actual shader code. The desired texture can be bound to your sampler in the material. Please see the second half of this HOWTO item for a small sample.


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PostPosted: 16.09.2010, 17:44 
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Joined: 04.09.2010, 21:42
Posts: 11
Cheers, I will try to do this as soon as I get the chance to.

As for the format question, I found that out already :)

Thanks for the answer :)


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