Per vertex lightning - exclude/include/emissive?
2 posters
Per vertex lightning - exclude/include/emissive?
Hi,
I have a problem with second texture. No matter what I do - it is always multiply. If I change material blend to add at different object that should fake small lights (planes), it is quite ok, but object with alpha add is still under pervertex lightning. How can I exclude objects from lightning or make them emissive/shadless (what is in fact the same)?
Any advice will be great!
Best regards,
Mad
I have a problem with second texture. No matter what I do - it is always multiply. If I change material blend to add at different object that should fake small lights (planes), it is quite ok, but object with alpha add is still under pervertex lightning. How can I exclude objects from lightning or make them emissive/shadless (what is in fact the same)?
Any advice will be great!
Best regards,
Mad
_-MADMAN-_- Posts : 52
Join date : 2009-04-23
Re: Per vertex lightning - exclude/include/emissive?
You need to change the OpenGL combiners on that texture channel... and OpenGL doesn't let you do something like:
1st Channel: Add
2nd Channel: Screen
Only 1 blending mode per material... the rest have to be changed with the combiners...
1st Channel: Add
2nd Channel: Screen
Only 1 blending mode per material... the rest have to be changed with the combiners...
Re: Per vertex lightning - exclude/include/emissive?
In other words - I have to duplicate mesh with new material if I want create specific effect - env for example or emission- and blend whole new material?
I'm not familiar with OGL, but thank You for advice - time to learn more about it.
Regards,
Mad
I'm not familiar with OGL, but thank You for advice - time to learn more about it.
Regards,
Mad
_-MADMAN-_- Posts : 52
Join date : 2009-04-23
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