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36
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Crystal Space Development / Game Content Creation / Re: Q: multiple semi-transparent objects?
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on: October 19, 2007, 03:50:52 pm
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bunch of my custom renderloops: (note that i'm not using 'diffuse' or 'standard' but 'ppl' 'pvl' 'pplshd' which stands per pixel lighted/pervertex/shadows etc)
<?xml version="1.0" encoding="UTF-8"?> <params> <name>renderloop</name> <steps> <!-- ambient lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>ambient</shadertype> <zoffset>yes</zoffset> <portaltraversal/> <zuse/> </step> <!-- per pixel lighting --> <step plugin="crystalspace.renderloop.step.lightiter"> <steps> <!-- diffuse lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>ppl</shadertype> <zoffset>no</zoffset> <ztest/> </step> </steps> </step> <!-- per vertex lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>pvl</shadertype> <zoffset>no</zoffset> <zuse/> </step> </steps> </params>
<?xml version="1.0" encoding="utf-8" ?> <params> <name>renderloop</name> <steps> <!-- ambient lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>ambient</shadertype> <zoffset>yes</zoffset> <portaltraversal/> <zmesh/> </step> <!-- terrain base --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>terrain base</shadertype> <zoffset>no</zoffset> <portaltraversal/> <zuse/> </step> <!-- terrain splatting with shadows --> <step plugin="crystalspace.renderloop.step.lightiter"> <steps> <!-- stencil shadows --> <step plugin="crystalspace.renderloop.step.shadow.stencil"> <steps> <!-- diffuse lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>terrain splat</shadertype> <zoffset>no</zoffset> <zuse/> </step> </steps> </step> </steps> </step> <!-- per pixel lighting --> <step plugin="crystalspace.renderloop.step.lightiter"> <steps> <!-- diffuse lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>ppl</shadertype> <zoffset>no</zoffset> <ztest/> </step> </steps> </step> <!-- per pixel lighting with shadows --> <step plugin="crystalspace.renderloop.step.lightiter"> <steps> <!-- stencil shadows --> <step plugin="crystalspace.renderloop.step.shadow.stencil"> <steps> <!-- diffuse lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>pplshd</shadertype> <zoffset>no</zoffset> <ztest/> </step> </steps> </step> </steps> </step> <!-- per vertex lighting --> <step plugin="crystalspace.renderloop.step.generic"> <shadertype>pvl</shadertype> <zoffset>no</zoffset> <zmesh/> </step> </steps> </params>
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40
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Crystal Space Development / Support / Re: ODE physics misbehaving
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on: September 11, 2007, 07:26:35 am
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check how phystut application works for you, using space you can shoot objects if works fine, then you miss something in your application, if works bad then something is wrong with your ODE, try to use 0.6 without any combinations, just default compilation
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