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	<title type="html"><![CDATA[GMan's Mods & Stuff — Shader questions]]></title>
	<link rel="self" href="https://gprogs.com/extern.php?action=feed&amp;tid=332&amp;type=atom" />
	<updated>2008-08-23T18:22:37Z</updated>
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	<id>https://gprogs.com/viewtopic.php?id=332</id>
		<entry>
			<title type="html"><![CDATA[Re: Shader questions]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=1290#p1290" />
			<content type="html"><![CDATA[<p>greetings <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; im not sure you need shaders for this.&nbsp; im definately not advanced in this type of thing but i can hopefully guide you in the right direction.&nbsp; check out the SMaterial structure in the Irrlicht manual.&nbsp; each node can have 4 materials added to it.&nbsp; you do this by creating the material, setting its properties, and then adding it to the node.&nbsp; an example of that would be (this is from the Irrlicht sample 07):<br /></p><div class="codebox"><pre><code>Local material:SMaterial=SMaterial.Create()
material.setTexture(0,driver.getTexture(&quot;faerie2.bmp&quot;))
material.setLighting(True)

Local node:IAnimatedMeshSceneNode
Local faerie:IAnimatedMesh = smgr.getMesh(&quot;faerie.md2&quot;)
node.setMaterial(0,material)</code></pre></div><p>some other methods to look at are SMaterial.setMaterialType(), ISceneNode.getMaterial().&nbsp; something to keep in mind is there are a lot of properties on SMaterial that are accessed directly.&nbsp; in BMAX i had to convert those to get/set methods.</p><p>also check out the 11 and 10 Irrlicht examples.</p>]]></content>
			<author>
				<name><![CDATA[gman]]></name>
				<uri>https://gprogs.com/profile.php?id=2</uri>
			</author>
			<updated>2008-08-23T18:22:37Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=1290#p1290</id>
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		<entry>
			<title type="html"><![CDATA[Shader questions]]></title>
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			<content type="html"><![CDATA[<p>Hi,</p><p>I know this might be a little much to ask be is there any example to load models with 4 different textures onto a single model? I&#039;m working on making a space strategy games and would really like to be able to have models in a folder as &quot;ship.x&quot; &quot;Ship_tex.bmp&quot;, &quot;ship_lights.bmp&quot;, &quot;ship_spec.bmp&quot;, &quot;Ship_normal.bmp&quot;, and would just load the model with all these applied. From what i understand i need shaders to do this but i haven&#039;t fully understood how. is anyone able to give me a working example of just a model with a specular map, normal map, self illumination Map (windows lights,engine glow, etc...), and a color map all applied to it? Or is it really not that easy to get a primitive example working?</p><p>Thanks,</p><p>Paul</p>]]></content>
			<author>
				<name><![CDATA[fishy417]]></name>
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			</author>
			<updated>2008-07-30T07:22:41Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=1284#p1284</id>
		</entry>
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