hi, I was wandering what should I find in "splat alpha map" (shader variable that is used with terrain shaders)? I though that for given material with given index it returns 1 or 0 (according to index from material palette). Unfortunately it gives different output for base and other materials (when from c++ both are filled same), or at last something else have influence on the output.
Base shader have 'copy' mixmode and second have 'add'. When I set the output color of first shader with black color, I was expecting that this sentence (SplatSampler is "splat alpha map"): float4 splat = tex2D(SplatSampler, In.vBaseTexCoords); float4 OutputColor = splat; return OutputColor; should give me black&white strips - unfortunately I have all black output. Changing the color in base shader to red gives expected red&white strips. ****************************************************************** Why it is a problem for me? I want to have clear situation, i.e for 2 materials: OutputColor = splat_alpha1*color1 + splat_alpha2*color2; //I don't want to have any influence of base material Is this possible? -- greetings, Piotr Obrzut ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
