Changeset 1556
- Timestamp:
- 10/03/06 09:41:15 (18 years ago)
- Location:
- GTP/trunk/App/Demos/Illum/EnvMap
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Illum/EnvMap/.matrix
r1534 r1556 1 1 2 2 World matrix: 3 1 -0.003845 -0.00463604 0.004172 0.9974 0.0725905 0.004345 -0.07261 0.997406 -1.863e-009 -5.96e-008 6.82 13 1 0 0 0 4 0 1 0 0 5 0 0 1 0 6 0 0 4.922 1 7 7 8 8 Camera position: 9 0.0316175 -0.495054 -6.801949 0 0 -4.92206 10 10 11 11 Mesh position: 12 -0.06666650 012 0.133334 0 0 -
GTP/trunk/App/Demos/Illum/EnvMap/.params
r1534 r1556 1 1 47 version ----- RayTraceEffects: Saved parameters of the algorithm ----- 2 2 Bool values: 3 0 1113 0011 4 4 (Help [F1]; [F]ireballs; Multiple [O]bjects; Between [W]alls only; ) 5 5 Float values: 6 3(WhichMethod [TAB,Q], 0..3)7 8(WhichMesh [Home,End], 0..9)8 34(Mesh size [Ins,Del], 0..100)6 1 (WhichMethod [TAB,Q], 0..3) 7 1 (WhichMesh [Home,End], 0..9) 8 28 (Mesh size [Ins,Del], 0..100) 9 9 1 (Resolution [M], 0..3) 10 10 0 (ShowCubeMap [C], 0..3) 11 50(Intensity [+,-], 0..100)12 3(shininess [/,*], 0..30)11 62 (Intensity [+,-], 0..100) 12 0 (shininess [/,*], 0..30) -
GTP/trunk/App/Demos/Illum/EnvMap/EnvMap.cpp
r1534 r1556 425 425 V( g_pEffect->SetInt ( "iShowCubeMap", pp.GetInt( iShowCubeMap ) )); 426 426 427 D3DXVECTOR4 facecolors[]={D3DXVECTOR4(1,0,0,1), 428 D3DXVECTOR4(1,0,1,1), 429 D3DXVECTOR4(1,1,0,1), 430 D3DXVECTOR4(0,0,1,1), 431 D3DXVECTOR4(0,1,0,1), 432 D3DXVECTOR4(0,1,1,1)}; 427 433 for( int i=0; i<6; i++ ) 428 434 { 429 objColor = D3DXVECTOR4(0.4f-i*0.1f, i*0.1f, (i%2)*0.4f, 1); // a colorful room 430 if (i==3) objColor += D3DXVECTOR4(0.05, 0.05, 0, 1); 435 /* objColor = D3DXVECTOR4(0.4f-i*0.1f, i*0.1f, (i%2)*0.4f, 1); // a colorful room 436 if (i==3) objColor += D3DXVECTOR4(0.05, 0.05, 0, 1);*/ 437 438 objColor = facecolors[i]; 431 439 432 440 g_pEffect->SetVector( "objColor", &objColor ); -
GTP/trunk/App/Demos/Illum/EnvMap/EnvMap.fx
r1534 r1556 694 694 float4 IlluminatedScenePS( _IlluminatedSceneVS_output IN ) : COLOR0 695 695 { 696 float3 color = objColor * tex2D(DecorationSampler, IN.TexCoord);697 696 float3 color = objColor;// * tex2D(DecorationSampler, IN.TexCoord); 697 /* 698 698 if (iShowCubeMap > 0) 699 699 { … … 711 711 } 712 712 else color *= 0.7; 713 713 */ 714 714 float dist = length( IN.Position ); 715 715 return float4(color, dist);
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