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.
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.
#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?
Aaron Clifford
Aaron.