Controlling the alpha value of a cubemap?
by Dave Calabrese · in Torque Game Engine Advanced · 11/27/2007 (10:42 am) · 3 replies
I am trying to find a way to control the alpha value of a cubemap when using Shadergen. (I know this is very easy when using custom HLSL shaders, however we are working solely with Shadergen for this project). I tried using the alpha channel of my .PNG (via the 'SuperPNG' plugin for Photoshop), however this had no effect. So, what's the trick?
Thanks,
-Dave C.
21-6 Productions
Thanks,
-Dave C.
21-6 Productions
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#2
Now if there was just a way to make the cubemap conform to the bumpmap via Shadergen, and use a seperate map for the specular than the cubemap, since they so don't work together. ;)
Thanks a lot!
- Dave C.
11/27/2007 (1:12 pm)
Yup, that was it! I was using the newer one. One I got the older one installed (and made sure I had 'save alpha' selected), it worked fine.Now if there was just a way to make the cubemap conform to the bumpmap via Shadergen, and use a seperate map for the specular than the cubemap, since they so don't work together. ;)
Thanks a lot!
- Dave C.
#3
I've not had any problems controlling the alpha value with the stock TGEA cubemap shader, though. It does take making a very dark alpha to tone it down, but works. Pure black also seems to cause troubles, so I try to avoid pure white or black just to be sure.
I'm sorry I can't be of more help, Dave.
11/27/2007 (1:23 pm)
Well, I must confess I'm not familiar with Shadergen.I've not had any problems controlling the alpha value with the stock TGEA cubemap shader, though. It does take making a very dark alpha to tone it down, but works. Pure black also seems to cause troubles, so I try to avoid pure white or black just to be sure.
I'm sorry I can't be of more help, Dave.
Torque 3D Owner Eric Forhan
I don't know if this is related, but are you using the older version of SuperPNG found here?