Toni, thanks for your reply.

I realize there are OGRE tutorials on the matter. My question does not
relate to the grammar of the material scripts, but to the commands. I
cannot find the particular commands the REX material scripts use
anywhere in there. Like I mentioned, in particular, I don't grasp the
way shadows are done.

The dome structure had a numer of surfaces that had lightmaps applied,
so someone knows how to do it from the REX team. I've yet to figure it
out myself. I've already searched the interwebs for information about
this particular topic, it's pretty sparse.

Also, please understand that I'm personally not a programmer and my
understanding of code is very limited. For this reason, I think it
would benefit lots of people if we could work out a way to make the
material system a little easier to understand.

On 10 feb, 22:06, Toni Alatalo <[email protected]> wrote:
> On Feb 10, 2009, at 7:16 PM, [email protected] wrote:
>
> > -How exactly does the multi-pass thing work, what are the names for
> > all available effects? (like, add specularity etc)
>
> The Ogre manual has an example of a multi-pass material (the first
> example, even) -http://www.ogre3d.org/docs/manual/manual_14.html
>
> The list of pass usages, like spec or blend, is 
> inhttp://www.ogre3d.org/docs/manual/manual_16.html#SEC38
>
> > -How can you create an object with a basemap+a lightmap, both of
> > course on different UV channels (from 3ds max)
>
> I don't know how multiple UVs work. I guess the interweb would tell
> something.
>
> > And so forth... really a comprehensive guide to how to create really
> > nice-looking graphics would be SO much appreciated!!
>
> Yah, dunno if there is some tutorial or something somewhere - those
> manual pages have helped us ok so far.
>
> ~Toni
--~--~---------~--~----~------------~-------~--~----~
this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
-~----------~----~----~----~------~----~------~--~---

Reply via email to