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Forcing PX Shader 1.1 for water??

by Aaron Clifford · in Torque Game Engine Advanced · 04/13/2007 (9:30 am) · 2 replies

Hey guys and girls,

Basically I want to 'force' the fallback of px shader 1.1 for the water, I got the effect I wanted by setting the waterblock to "fullreflect = "0" " in the .mis file and then adding "fullreflect" back on while in world editor inspector, basically it has the refraction and normal blending I want but it only reflects the cubemap, I believe it is using px shader 1.1 for that, but every time I close and reopen the mission, the .mis file with the"fullreflect = "1" " back on, overrides the changes and full dynamic reflections px shader 2.0 are back.

So my question is; I know there's a 'fallback' for graphics cards that can't handle px shader 2.0, so that it 'falls back' to 1.1 etc, but how do I force that, so it always renders water on px shader 1.1 regardless of the hardware.

Thanks,
Aaron.

#1
04/14/2007 (7:13 am)
I managed to force the px version for the whole scene, the water is reflecting the cube map but there's no refraction or normal blending, is there any way to have the refraction and normal blending, just without full-reflection?

Aaron.
#2
04/17/2007 (11:17 am)
I managed to force it to PS 1.1/1.4 but the water loses all transparency, is there any way to fix this?