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animatie texture


dreamhead
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hi

do soms of guys now how to get animatie texture in leadwerks?

the real world is in my head

CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz

CPU Speed 2.40 GHz

RAM 3.5 GB

OS Microsoft Windows XP Professional (Build Service Pack 32600)

Video Card GeForce 8800 GT

Video Card Features-

*Video RAM 512.0 MB

Video RAM 256 MB 512.0 MB

Hardware T&L Yes

Pixel Shader version 3.0

Vertex Shader version 3.0

using:leadwerks2.3,2

[ dreamhead.png

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I think you should do it just like water shader(water.frag) and convert your animated texture to sort of dds files..

Omid Saadat

OD Arts Blog

 

AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86

AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc)

Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop)

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I think you should do it just like water shader(water.frag) and convert your animated texture to sort of dds files..

so i wil need to have soms sort of shader for the my animatie textuer?

the real world is in my head

CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz

CPU Speed 2.40 GHz

RAM 3.5 GB

OS Microsoft Windows XP Professional (Build Service Pack 32600)

Video Card GeForce 8800 GT

Video Card Features-

*Video RAM 512.0 MB

Video RAM 256 MB 512.0 MB

Hardware T&L Yes

Pixel Shader version 3.0

Vertex Shader version 3.0

using:leadwerks2.3,2

[ dreamhead.png

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I don't think so.. water.mat just points to first one of textures. however it seems waterplane don't use directly from water.mat :) (there is no material in waterplane properties or in its Lua file..

btw texture0 in water shader, refers to normal texture, so you need to change water.frag (I guess) and point texture0 to diffuse. (I don't know glsl)

then change water.mat to set your first texture of series and assign it to your model.

Omid Saadat

OD Arts Blog

 

AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86

AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc)

Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop)

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i dont really know the water shader..

but it also works this way:

a shader with 2 textures and a float saving a value from 0.0-1.0.

 

the shader now does the following:

blending the two textures according to the value of the float.

 

in your program you know have to set the textures and the float value..

the textures are always the current and the next frame of the animation.

the float value kinda is a modulo value which increases depending on the speed of the animation..

this way you now should get smooth transitions between the frames of the animation

 

like that:

you want your texture (with 3 frames (tex1.dds, tex2.dds, tex3.dds)) to change every second.

 

start:

texture1 = tex1.dds

texture2 = tex2.dds

float = 0.0

 

updating the float each frame until the time to the last framechange = 1 second, then:

texture1 = tex2.dds

texture2 = tex3.dds

float = 0.0

 

......

 

i think the caustics kinda work like that..

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