Refractshape
by Teromous · in Torque Game Engine Advanced · 09/16/2008 (2:29 pm) · 1 replies
I'm using the refractshape shader from the barricade demo. I can get it to work in my game, using the refractshape.dts but when I change the shader to use my own .dts it won't work. Here's the original code:
Here's the code that I'm using:
I noticed that nothing showed up when the mission would start, so I tried changing
...and the texture I assigned to the .dts would show up, but there was still no refraction and the blue gradient and wavy textures were not present.
new CustomMaterial( BlobSurface2Fallback )
{
texture[0] = "$backbuff";
texture[1] = "~/data/shapes/refractShape/cyanBlueGrad";
shader = BlobRefractVert1_1;
version = 1.1;
refract = true;
};
new CustomMaterial( BlobSurface2 )
{
mapTo = blobtex2;
texture[0] = "$backbuff";
texture[1] = "~/data/shapes/refractShape/cyanBlueGrad";
texture[2] = "~/data/shapes/refractShape/refractTest2";
shader = BlobRefractPix;
version = 2.0;
refract = true;
specular[0] = "0.85 0.85 0.85 0.85";
specularPower[0] = 16.0;
fallback = BlobSurface2Fallback;
};Here's the code that I'm using:
new CustomMaterial( CrystalFallback )
{
texture[0] = "$backbuff";
texture[1] = "~/data/shapes/Crystals/cyanBlueGrad";
shader = BlobRefractVert1_1;
version = 1.1;
refract = true;
};
new Material(Crystal)
{
mapTo = Crystal;
texture[0] = "$backbuff";
texture[1] = "~/data/shapes/Crystals/cyanBlueGrad";
texture[2] = "~/data/shapes/Crystals/refractTest2";
shader = BlobRefractPix;
version = 2.0;
refract = true;
specular[0] = "0.85 0.85 0.85 0.85";
specularPower[0] = 16.0;
fallback = CrystalFallback;
};I noticed that nothing showed up when the mission would start, so I tried changing
mapTo = Crystal;To:
mapTo = "Crystal.png";
...and the texture I assigned to the .dts would show up, but there was still no refraction and the blue gradient and wavy textures were not present.
About the author
Torque Owner Teromous
changed to:
...solved all of my problems. Geez...can't believe that I missed this.