i don't think the shiny qbomb link is right, it's pointing to the scarred alloy oxp i think? Do you have any plans to make the system sun colour bindable to shaders? i'm just asking as i'd like to be able to overly colour the specular highlights in a horribly un-realistic, non subtle way!
uh sorry, it doesn't need to be bindable does it, i just need to do a
vec4 lightColor = gl_LightModel.ambient;
i think...
Last edited by Griff on Sun Mar 09, 2008 6:37 pm, edited 1 time in total.
i don't think the shiny qbomb link is right, it's pointing to the scarred alloy oxp i think?
Er, um… look over there!
No it isn’t.
Griff wrote:
Do you have any plans to make the system sun colour bindable to shaders? i'm just asking as i'd like to be able to overly colour the specular highlights in a horribly un-realistic, non subtle way!
uh sorry, it doesn't need to be bindable does it since it's the already used lightsource
heh, thanks! I took the basic shape of the rocket from the one Wallace & Gromit use to get to the moon in one of their short films, and textured it with some bits i had left over from other maps.
I hadn't seen that animation, thanks for linking me to it - very cool stuff, i imagine it must have been pretty difficult for the animators to merge the computer graphic & the stop motion elements back in 1994!
A short 8 step guide for copying a seperate greyscale image into the alpha channel of a colour map using the freeware graphics program Gimphttp://www.gimp.org/
Although the example in the pdf mixes a diffuse texture & and illumination map you could use the same workflow for creating an emission_and_illumination_map or a specular_map for Oolites Materials system http://wiki.alioth.net/index.php/Materials_in_Oolite
A short 8 step guide for copying a seperate greyscale image into the alpha channel of a colour map using the freeware graphics program Gimphttp://www.gimp.org/
<idiotic childish joke voice>
Heh, heh! You said GIMP....
</idiotic childish joke voice>
I originally started the post by confessing to spending friday night at home with a few cans of beer and Gimp, but thankfully i went back and editied it out before anyone found out... oh no!
yeah, there's a lot of stuff wrong with it
here's a screengrab of it running in Rendermonkey
I've pretty much binned the other attempts and started again using the rendermonkey example as a template, removing from it the need for 'nighttime' copies of the surface texture and specularity & cloud cover maps. just need to get oolite friendly lightsource information into it now. fingers crossed!
Last edited by Griff on Sat Mar 15, 2008 9:55 pm, edited 4 times in total.
This is just outstanding! I love the idea of the lights on the planet comming on at the right time!
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
Oh my god, I can't believe what a twit i've been. I've been ages puzzling over why the planet shader was working in Rendermonky and not working in Oolite, literally i've been working on it all day.. i now just realised that i've been been playing Oolite with Shaders switched off and that's why the shader effects weren't working! AAARGH!!
Anyway, here's the shader in a test oxp, seems to be working quite nicely - see screenshot in post above.
Grab the oxp here. contains the pdf guide to pasting greyscale textures into RGB texturemaps which will be handy when pasting the city lights texture into the colourmap. http://www.box.net/shared/gruzn77k0c
Oh my god, I can't believe what a twit i've been. I've been ages puzzling over why the planet shader was working in Rendermonky and not working in Oolite, literally i've been working on it all day.. i now just realised that i've been been playing Oolite with Shaders switched off and that's why the shader effects weren't working! AAARGH!!
Sorry! I think each of us can recall something similar from their own experience.
Is it possible to send vec3's as uniform bindings to a shader?
I'm trying to make it possible to specify the nightside colour 'tint' and 'city light' colours from inside the shipdata.plist
i've set the uniforms out like this:
[shader.uniform.badDescription]: ----- Warning: could not bind uniform "citylightColor" -- could not interpret definition:
{type = vec3; value = "0.89, 0.86, 0.52";