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Greetings,

On 4/26/07, Jud Mathias <[EMAIL PROTECTED]> wrote:
>
> thank you for the hint.
> I putted light shaders on the materials:
>       <shader type="ambient">ambient</shader>
>       <shader type="diffuse">light</shader>
>
>
> and the colors look now ok.
> I do still have 2 problems:
>
> 1) the textures with transparent parts are not fully transparent anymore
> (binary as well as keycolors).
> http://www.w2c.ch/dev/shadow_terrain3.jpg
>
> 2) the terrain looks completely white, there where detailed textures should
> appear and where light hits the terrain. (shadowed regions are ok, the
> far-terrain is ok)
>
> screenshots:
> http://www.w2c.ch/dev/shadow_terrain1.jpg
> http://www.w2c.ch/dev/shadow_terrain2.jpg
> http://www.w2c.ch/dev/shadow_terrain4.jpg
>
> material shaders used for terrains:
>     <material name="Tex1"><texture>Tex1</texture>
>  <shader type="ambient">ambient</shader>
>       <shader type="diffuse">light_bumpmap</shader>
>  <shadervar name="texture scale"
> type="vector2">128,128</shadervar>
>  <shader type="terrain
> splat">terrain_fixed_splatting</shader>
> </material>
>
>
> renderloop:
>
> <?xml version="1.0" encoding="utf-8" ?>
> <params>
>   <name>zi_rloop_shadowed</name>
>   <steps>
>     <!-- ambient lighting -->
>     <step plugin="crystalspace.renderloop.step.generic">
>       <shadertype>ambient</shadertype>
>       <zoffset>yes</zoffset>
>       <portaltraversal />
>       <zuse />
>       <defaultshader name="ambient" file="ambient.xml" />
>     </step>
>
>       <!-- terrain splatting ambient -->
>      <step plugin="crystalspace.renderloop.step.generic">
>         <shadertype>splatting ambient</shadertype>
>         <zoffset>no</zoffset>
>  <portaltraversal/>
>         <zuse />
>       </step>
>
>     <step plugin="crystalspace.renderloop.step.lightiter">
>       <steps>
>
>        <!-- terrain splatting dynamic -->
>           <step
> plugin="crystalspace.renderloop.step.generic">
>             <shadertype>terrain splat</shadertype>
>             <zoffset>no</zoffset>
>             <zuse />
>           </step>
>
>  <!-- stencil shadows -->
>  <step
> plugin="crystalspace.renderloop.step.shadow.stencil">
>    <steps>
>      <!-- diffuse lighting -->
>      <step plugin="crystalspace.renderloop.step.generic">
>        <shadertype>diffuse</shadertype>
>        <zoffset>no</zoffset>
>        <ztest />
>        <defaultshader name="light_bumpmap" file="light_bumpmap.xml" />
>      </step>
>    </steps>
>  </step>
>       </steps>
>     </step>
>
>
>   </steps>
> </params>
>
>
> greetings,
> mathias
>
>
>
> On 26.04.2007, at 10:05, Jorrit Tyberghein wrote:
>
> Did you set shaders on the materials that are compatible with the
> renderloop you are using? i.e. bumpmap or parallax for example.
>
> Greetings,
>
>
> On 4/26/07, Jud Mathias <[EMAIL PROTECTED]> wrote:
> Hi all
>
> I enhanced my 3D world with dynamic lights and shadows
> (std_renderloop_shadowed & std_renderloop_shadowed2). The Speed is ok
> and the shadows are very nice :-)
> But the colors look very weird:
> http://www.w2c.ch/dev/shadow1.jpg
> http://www.w2c.ch/dev/shadow2.jpg
> http://www.w2c.ch/dev/shadow3.jpg
> (The scenery on the screenshots should look realistic. The pale red,
> blue and green colors are wrong ;-) )
>
> I prepared also a level to illustrate that:
> http://www.w2c.ch/dev/shadow-test.zip
>
>
> I'm using:
> CrystalSpace Version stable 1.0.1
> ------------------------
> Windows XP
>   Intel Pentium4 3.2GHz
> 2.75GB RAM
> Nvidia Geforce 6800 Go 256MB VRAM
> ------------------------------------
> Windows XP
> AMD Athlon64 X2 Dual 4400+ 2.2Ghz
> 2GB RAM
> Nvidia Geforce 7900 512MB VRAM
>
>
>
> Any hints how to improve that?
>
> kind regards
> mathias
>
>
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>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
> Support Crystal Space. Donate at
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-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649

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