TGEA 1.8.0 - dynamic Cubemaps - how?
by Markus Pohl · in Torque Game Engine Advanced · 02/07/2009 (6:15 am) · 1 replies
Hi
I'm trying to get dynamic Cubemaps running. My project consists of multiple dts shapes that are created using new classes derived from ShapeBase.
Searched through the forums and tried the things I found, but mostly I got crashes in gfxDevice.cpp as a result (in updateStates to be more specific).
I'll post my datablocks & material definitions currently in use, and would appreciate any help you can give me to get this working.
cheers,
Markus
new Material(floor)
{
mapTo = "floor_diff";
baseTex[0] = "floor_diff";
emissive[0] = false;
bumpTex[0] = "wall_bump";
cubeTex[0] = "$Cubemap";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 1.0";
specularPower[0] = 32.0;
ambient[0] = "0.0 0.0 0.0 0.0";
dynamicCubemap = true;
};
datablock FloorData( Floor_plate )
{
category = "RigidShape";
shapeFile = "~/data/shapes/floor/floor_plate.dts";
dynamicReflection = true;
...
};
I'm trying to get dynamic Cubemaps running. My project consists of multiple dts shapes that are created using new classes derived from ShapeBase.
Searched through the forums and tried the things I found, but mostly I got crashes in gfxDevice.cpp as a result (in updateStates to be more specific).
I'll post my datablocks & material definitions currently in use, and would appreciate any help you can give me to get this working.
cheers,
Markus
new Material(floor)
{
mapTo = "floor_diff";
baseTex[0] = "floor_diff";
emissive[0] = false;
bumpTex[0] = "wall_bump";
cubeTex[0] = "$Cubemap";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 1.0";
specularPower[0] = 32.0;
ambient[0] = "0.0 0.0 0.0 0.0";
dynamicCubemap = true;
};
datablock FloorData( Floor_plate )
{
category = "RigidShape";
shapeFile = "~/data/shapes/floor/floor_plate.dts";
dynamicReflection = true;
...
};
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