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2: 2014-06-21 (Sat) 21:40:39 iseki source 3: 2014-06-24 (Tue) 22:37:19 admin source
Line 23: Line 23:
*** Tecture Functions [#zd2d2e9c] *** Tecture Functions [#zd2d2e9c]
- lldrawpoolterrain.cpp - lldrawpoolterrain.cpp
- setVec(sDetailScale, 0.0f, 0.0f, 0.0);+ void LLDrawPoolTerrain::renderFullShaderX() 
 + { 
 +    // Hack! Get the region that this draw pool is rendering from! 
 +    LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->​getRegion(); 
 +    LLVLComposition *compp = regionp->getComposition(); 
 +    // 
 +    LLViewerTexture *detail_texture0p = compp->mDetailTextures[4]; 
 + 
 +    // 
 +    sDetailScale = 0.142857/36.; 
 + 
 +    LLVector4 tp0, tp1; 
 + 
 +    tp0.setVec(sDetailScale, 0.0f, 0.0f, 0.0);
    tp1.setVec(0.0f, sDetailScale, 0.0f, 0.0);     tp1.setVec(0.0f, sDetailScale, 0.0f, 0.0);
Line 42: Line 55:
    gGL.loadIdentity();     gGL.loadIdentity();
    gGL.matrixMode(LLRender::MM_MODELVIE​W);     gGL.matrixMode(LLRender::MM_MODELVIE​W);
- 
-    // 
-    // detail texture 1 
-    // 
-// S32 detail1 = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_DETAIL1); 
-// gGL.getTexUnit(detail1)->bind(detail_tex​ture1p); 
- 
-    /// ALPHA TEXTURE COORDS 0: 
- // gGL.getTexUnit(1)->activate(); 
- // gGL.matrixMode(LLRender::MM_TEXTURE); 
- // gGL.loadIdentity(); 
- // gGL.matrixMode(LLRender::MM_MODELVIEW); 
- 
-    // detail texture 2 
-    // 
- // S32 detail2 = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_DETAIL2); 
- // gGL.getTexUnit(detail2)->bind(detail_tex​ture2p); 
- 
- // gGL.getTexUnit(2)->activate(); 
- 
-    /// ALPHA TEXTURE COORDS 1: 
- // gGL.matrixMode(LLRender::MM_TEXTURE); 
- // gGL.loadIdentity(); 
- // gGL.translatef(-2.f, 0.f, 0.f); 
- // gGL.matrixMode(LLRender::MM_MODELVIEW); 
- 
-  // 
-    // detail texture 3 
-    // 
- // S32 detail3 = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_DETAIL3); 
- // gGL.getTexUnit(detail3)->bind(detail_tex​ture3p); 
- 
-    /// ALPHA TEXTURE COORDS 2: 
- // gGL.getTexUnit(3)->activate(); 
- // gGL.matrixMode(LLRender::MM_TEXTURE); 
- // gGL.loadIdentity(); 
- // gGL.translatef(-1.f, 0.f, 0.f); 
- // gGL.matrixMode(LLRender::MM_MODELVIEW); 
- 
-  // 
-    // Alpha Ramp 
-    // 
-    //S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_ALPHARAMP); 
-    //gGL.getTexUnit(alpha_ramp)->bind(m​2DAlphaRampImagep); 
    // GL_BLEND disabled by default     // GL_BLEND disabled by default
Line 91: Line 60:
    // Disable multitexture     // Disable multitexture
- // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_ALPHARAMP); 
    sShader->disableTexture(LLViewerShad​erMgr::TERRAIN_DETAIL0);     sShader->disableTexture(LLViewerShad​erMgr::TERRAIN_DETAIL0);
- // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_DETAIL1); 
- // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_DETAIL2); 
- // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_DETAIL3); 
- 
- / gGL.getTexUnit(alpha_ramp)->unbind(LLTex​Unit::TT_TEXTURE); 
- // gGL.getTexUnit(4)->disable(); 
- // gGL.getTexUnit(4)->activate(); 
- 
- // gGL.getTexUnit(detail3)->unbind(LLTexUni​t::TT_TEXTURE); 
- // gGL.getTexUnit(3)->disable(); 
- // gGL.getTexUnit(3)->activate(); 
- 
- // gGL.matrixMode(LLRender::MM_TEXTURE); 
- // gGL.loadIdentity(); 
- // gGL.matrixMode(LLRender::MM_MODELVIEW); 
- 
- // gGL.getTexUnit(detail2)->unbind(LLTexUni​t::TT_TEXTURE); 
- // gGL.getTexUnit(2)->disable(); 
- // gGL.getTexUnit(2)->activate(); 
- 
- // gGL.matrixMode(LLRender::MM_TEXTURE); 
- // gGL.loadIdentity(); 
- // gGL.matrixMode(LLRender::MM_MODELVIEW); 
- 
- // gGL.getTexUnit(detail1)->unbind(LLTexUni​t::TT_TEXTURE); 
- // gGL.getTexUnit(1)->disable(); 
- // gGL.getTexUnit(1)->activate(); 
- 
- // gGL.matrixMode(LLRender::MM_TEXTURE); 
- // gGL.loadIdentity(); 
- // gGL.matrixMode(LLRender::MM_MODELVIEW); 
    //----------------------------------​----------------------------------------​--     //----------------------------------​----------------------------------------​--


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