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Author Topic: Where to start learning shaders  (Read 6764 times)
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« on: December 18, 2004, 12:07:41 am »

Hello there.

Though this community-site is pretty damn new, i hope I'll get an answer for my question.
I bet this has been explined before, but.
How do you go about taking creating, and implenting advanced shaders in your maps?
I have made a map in 3ds max, and used the Planeshift exporter script to get it into crystal space format.
Now I got a building, which I'd like to have a reflection map on, how should I go about this, and where can I find resources on learning shader programming for this engine?

Thanks in advance.
Idle Extrordinare.
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« Reply #1 on: December 18, 2004, 03:20:31 am »

Well, the engine is able to use CG format shaders using a type of bridge XML shader to pass on information from CS to CG code, also what you're talking about already exists in CS (if you're looking for a textrure+cubemap then there is that shader in the shader gallery) but if you want no texture ontop of that that shader comes with CS in data/shader/reflect.xml also my XML tutorial PART 1 has a part about adding shaders to your materials and how to find out what shader variables you need, so check it out.
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