TGEA_1_0_3 shaders needed
by deepscratch · in Torque Game Engine Advanced · 01/11/2009 (2:25 pm) · 1 replies
Hi all,
I own 1.7.1 and I am trying to get atlas bumpmapping to work with it. now I have gotten as far as this
image shows, but the files in the resource that Im using
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13582
references "morph" and "morphT" which do not exist in the 1.7.1 shaders. I believe that with these shaders ( TGEA_1_0_3 ), I should be able to get the resource ported to 1.7.1.
anybody want to help by uploading the entire shader folder from TGEA_1_0_3?
it would be greatly appreciated.
thanks
heres a pic of what I got so far. its the barricade demo atlas

I own 1.7.1 and I am trying to get atlas bumpmapping to work with it. now I have gotten as far as this
image shows, but the files in the resource that Im using
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13582
references "morph" and "morphT" which do not exist in the 1.7.1 shaders. I believe that with these shaders ( TGEA_1_0_3 ), I should be able to get the resource ported to 1.7.1.
anybody want to help by uploading the entire shader folder from TGEA_1_0_3?
it would be greatly appreciated.
thanks
heres a pic of what I got so far. its the barricade demo atlas

About the author
email me at medan121@gmail.com
Torque Owner Ivan Mandzhukov
Liman3D
atlas.h
struct VertData { float4 position : POSITION; // Our base position. float2 texCoord : TEXCOORD0; // Our texture co-ordinates. [B]float2 texMorphCoord : TEXCOORD1; // Morph delta for TCs. float4 morphCoord : TEXCOORD2; // Morph delta for geometry. [/B] }; [B] float4 atlasVertex(VertData IN, float4x4 modelView, float morph) { // Apply morph calculations. float4 realPos = IN.position + (IN.morphCoord * morph); realPos.w = 1; // Transform and return. return mul(modelView, realPos); } float2 atlasTexCoord(VertData IN, float morph) { return IN.texCoord + (IN.texMorphCoord * morph); } [/B] VertClipMapConnectData vertClipmap( VertData IN, uniform float4x4 modelView : register(C0), uniform float morphT : register(C49), uniform float4 mapInfo[mapCount] : register(C50) ) { VertClipMapConnectData OUT; [B] // Do vertex transform... OUT.hpos = atlasVertex(IN, modelView, morphT); // And get our morphed texcoord... float2 tc = atlasTexCoord(IN, morphT);[/B] // Scale texcoords. .......