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Using quick and dirty normal and spec maps. Made with D3D9 alpha 2
can you show us the same model in inline client?? I think models should be designed to look at least acceptable with inline d3d7 client![]()
can you show us the same model in inline client?? I think models should be designed to look at least acceptable with inline d3d7 client![]()
Felix, that is good. What DTX setting did you use?.
Can the reflectiveness be controlled by this texture, to make the effect in places more or less.? For example can it be altered do the parts that aren,t shiny or reflective. It would save a lot of mesh work if it could.
Using quick and dirty normal and spec maps. Made with D3D9 alpha 2
This is a brand new Orbiter now.
Give me solar glare instead!One more to leave ?Lens flares.
I agree fully with this suggestion. Two different files would be the best (IMHO) solution.It's becoming apparent that specularity and reflectivity need to be independent, in their color as well as their intensity. Maybe we ought to have two rgba files, one called _spec and one called _env or something. Each file would control the color and intensity of its respective effect. Specular reflection would use material definitions unless a _spec texture was present, and environment reflection would be enabled only if a _env texture was present.
I agree fully with this suggestion. Two different files would be the best (IMHO) solution.
Yes and noSo, everything works fine with Orbiter 2010-P1 but the screen is black in the Orbiter Beta ?
No, it's not defined!Have you #defined _SURFACE_EX ?
Yes, when I use your build. All is (and stays) black with my buildDoes the env-map cross appear if you enable it from the debug controls ?
With only this line disabled (like this):What if you disable this code section from the end of render main scene:
[...]
//if (Config->EnableEnvMaps) vFocus->RenderENVMap(pDevice, 1);