render_lightmap
LightMap
Lightmap einer Entity. Sie ist entweder intern in einer Block- oder Modelltextur gespeichert oder wird durch den Map-Kompilierer generiert und im Lightmap-Pointer der Entity gespeichert.
Typ:
BMAP* (lite-c)
texture (shader code)
Edition:
A7.76 C
LC
Beispiel:
//////////////////////////////////////////////////////////////////////
// terraintex.fx
// Terrain material for an unlimited number of terrain textures
// Tiled texture on RGB, mask on alpha
Texture entSkin1; // basic tiled terrain texture, plus alpha mask
Texture LightMap; // lightmap created by the map compiler
bool PASS_SOLID; // enforce rendering on the solid pass
technique terraintex
{
pass multi_repeat11
{
ZWriteEnable = True;
AlphaBlendEnable = True;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
Texture[0] = <entSkin1>; // stage 0 - alpha mask
TexCoordIndex[0] = 0;
AlphaArg1[0] = Texture;
AlphaOp[0] = SelectArg1;
Texture[1] = <LightMap>; // stage 1 - lightmap + diffuse
TexCoordIndex[1] = 0;
ColorArg1[1] = Texture;
ColorArg2[1]= Diffuse;
ColorOp[1] = AddSigned;
AlphaArg1[1] = Current;
AlphaOp[1] = SelectArg1;
Texture[2] = <entSkin1>; // stage 2 - tiled texture
TexCoordIndex[2] = 1;
ColorArg1[2] = Texture;
ColorArg2[2]= Current;
ColorOp[2] = Modulate2x;
AlphaArg1[2] = Current;
AlphaOp[2] = SelectArg1;
ColorOp[3] = Disable;
AlphaOp[3] = Disable;
}
}
Siehe auch:
BMAP, render_target,
entSkin1, lightmap
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