Dear shader experts,
Can I have a single-channel lightmap, and still use a vec3d in my model.xml to
end up with green or red (or whatever) light rendered? As in (roughly)
on_screen_color[0] = lightmap-grey-value * vec3d[0] * texture[0]
on_screen_color[1] = lightmap-grey-value * vec3d[1] * texture[1]
on_screen_color[2] = lightmap-grey-value * vec3d[2] * texture[2]
where texture is the base model texture?
Docs/README.model-combined.eff says
> <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
> - the color of the light for the red channel in the light-map.
etc for green and blue channels, but when I use this line, FG complains
Failed to load xml: Unrecognized data type 'vec3d'
Failed to load model: Unrecognized data type 'vec3d'
I guess this works only for multi-channel lightmaps? I.e. with
<lightmap-multi type="int">1</lightmap-multi>
My .xml looks like this:
<effect>
<inherits-from>Effects/model-combined-deferred</inherits-from>
<parameters>
<lightmap-enabled type="int">1</lightmap-enabled>
<texture n="3">
<image>tex/DSCF9503_noroofsec_pow2_LM.png</image>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
</texture>
<!-- <lightmap-color type="vec3d" n="0"> 1.0 5.0 0.2 </lightmap-color> -->
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
</parameters>
<object-name>b606</object-name>
<object-name>b610</object-name>
</effect>
Tom A. (aka radi)
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