<PropertyList>
<name>Aircraft/IAR80/Models/Effects/iar80_bumpspec</name>
<inherits-from>Effects/reflect-bump-spec</inherits-from>
<parameters>
<texture n="4">
<image>Aircraft/IAR80/Models/Effects/textures/iar80_bump_a2.png</image>
</texture>
</parameters>
</PropertyList>
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>iar80_reflect</name>
<inherits-from>Effects/reflect-bump-spec</inherits-from>
<parameters>
<texture n="4">
<image>Aircraft/IAR80/Models/Effects/textures/iar80_bump_a2.png</image> <!--CHANGE BUMPSPEC TEXTURE-->
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<!-- we use 6 images here instead of a cube cross-->
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<texture n="8">
<image>Aircraft/ec130/Models/Effects/greymap.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<rainbowiness type="float">0.01</rainbowiness>
<fresneliness>0.0</fresneliness>
<refl_correction>1.0</refl_correction>
<noisiness>0.0</noisiness>
<ambient_correction>0.0</ambient_correction>
<reflect_map>1</reflect_map>
</parameters>
</PropertyList>
i4dnf wrote:Well it's the same thing only it combines both in one texture, and since the bumpspec used it already for specularity (and since reflection is affected by specularity) it seemed logical to combine them all in one.
vec4 raincolor = vec4(noisecolor.rgb, 1.0) * reflFactor;
vec4 raincolor = vec4(noisecolor.rgb, 1.0) * vec4(reflFactor,reflFactor,reflFactor,1.0);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0)
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