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AutoUV shaders [updated: 05/13/2020]
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11-23-2015, 03:54 PM
Post: #21
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RE: AutoUV shaders [updated: 10/29/2015]
You can try to compare the original code and the one I adapted for Wings3d, so you will find what you did wrong.
I can't tell you much about that just because it's new to me too. I can just point some things to be observed: - you need to know a little of C language since GLSL language is very close to it; - Wings3d uses 2D and 3D shaders and you will find a sample of 3D shader in Noise and in the others you will find how to work with 2D shader; - in the Vertex Fragment (*.vf) files you work with UV coordinates [0,1], so one textel is not the same as one pixel in the image; - I first modified the code in the online page replacing the future Wings3d parameters for constants or initialized variables. After I get it working I create the *.vf and *.auv to use the new code; - if you don't know the algorithm used, you will need to play with some variables and observe what happens in order to try to understand it and make the changes/adaptations where they need to be done. Good luck.
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