Small fixes.
This commit is contained in:
		| @@ -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 | ||||
| } | ||||
|   | ||||
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