Post Pictures thread (Part 2)

Find the screenshot thread part 1: here


A project..

screenshot082copy.jpg
 
There are some functions in cg shader that can handle mipmapped cubmap, i.e. texCubelod() or texCubebias(). I tried them once but looks like they are not working in Racer atm. In NFS shift though they do use this method for aluminium and car paint shaders.

Envmap blurring would be nice...

Infact, I wonder if you can use mip-map forcing in the shader to do that.

Try:

mipmap_lod_bias

In your shader file under the envmap reference in tex1 channel...

Ie,

myshader
{
reflect=1
layer0
{
map=lambobody.tga
}
layer1
{
map=$trackenvmap
mipmap_lod_bias= 0 or higher
}
}

0 means no biasing, but go above 0, and the mipmaps will get used sooner and sooner.


Not sure if it works, but if it does that is a good fudge for now... well spotted me :D

Hehe

Dave
 
There are some functions in cg shader that can handle mipmapped cubmap, i.e. texCubelod() or texCubebias(). I tried them once but looks like they are not working in Racer atm. In NFS shift though they do use this method for aluminium and car paint shaders.

I think they would be really powerful for a huge range of materials... just right now they are not ideal being so sharp for lots of surfaces.

If we can get a bias working like you say, that will be great!

Dave
 

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