Small fixes.

This commit is contained in:
David Williams 2008-04-13 10:45:00 +00:00
parent 82958ec049
commit 7cd44c1335

View File

@ -58,199 +58,3 @@ material Bullet/Ball
}
}
// Any number of lights, diffuse and specular
material Examples/BumpMapping/MultiLightSpecularTemplate
{
// This is the preferred technique which uses both vertex and
// fragment programs, supports coloured lights
technique
{
// Base ambient pass
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 1 1 1
diffuse 0 0 0
specular 0 0 0 0
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto ambient ambient_light_colour
}
}
// Now do the lighting pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 0 0 0
// do this for each light
iteration once_per_light
scene_blend add
// Vertex program reference
vertex_program_ref Examples/BumpMapVPSpecular
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto eyePosition camera_position_object_space
param_named_auto worldViewProj worldviewproj_matrix
}
// Fragment program
fragment_program_ref Examples/BumpMapFPSpecular
{
param_named_auto lightDiffuse light_diffuse_colour 0
param_named_auto lightSpecular light_specular_colour 0
}
// Base bump map
texture_unit normalMap
{
colour_op replace
}
// Normalisation cube map
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 1
tex_address_mode clamp
}
// Normalisation cube map #2
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 2
tex_address_mode clamp
}
}
// Decal pass
pass
{
lighting off
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
scene_blend dest_colour zero
texture_unit diffuseMap
{
}
}
}
// This is the fallback which cards which don't have fragment program
// support will use, NB does not support specular colour
// Note that it still requires vertex program support
technique
{
// Base ambient pass
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 1 1 1
diffuse 0 0 0
specular 0 0 0 0
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto ambient ambient_light_colour
}
}
// Now do the lighting pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 0 0 0
// do this for each light
iteration once_per_light
scene_blend add
// Vertex program reference
vertex_program_ref Examples/BumpMapVP
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto worldViewProj worldviewproj_matrix
}
// Base bump map
texture_unit normalMap
{
colour_op replace
}
// Normalisation cube map, with dot product on bump map
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 1
tex_address_mode clamp
colour_op_ex dotproduct src_texture src_current
colour_op_multipass_fallback dest_colour zero
}
}
// Decal pass
pass
{
lighting off
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
scene_blend dest_colour zero
texture_unit diffuseMap
{
}
}
}
}
material BulletPlane : Examples/BumpMapping/MultiLightSpecularTemplate
{
//set_texture_alias normalMap tiled_floor_normalheightmap.png
//set_texture_alias diffuseMap tiled_floor_diffuse.png
set_texture_alias diffuseMap MaPZone[Sewer_Plate_04_diffuse].dds
set_texture_alias normalMap MaPZone[Sewer_Plate_04_normal].dds
}
material Bullet/box : Examples/BumpMapping/MultiLightSpecularTemplate
{
set_texture_alias diffuseMap MaPZone[Metal_Grate_diffuse].dds
set_texture_alias normalMap MaPZone[Metal_Grate_normal].dds
//set_texture_alias normalMap crate_normalheightmap.png
//set_texture_alias diffuseMap crate_diffuse.png
}