i added the adressUV = border behaviour to the existing phongpoint.
now
the mapping of the texture is perfect
but
i am not able to change the position of the light anymore.
can somebody please tell me what i misunderstood/miss?
thx_alex.
i added the adressUV = border behaviour to the existing phongpoint.
now
the mapping of the texture is perfect
but
i am not able to change the position of the light anymore.
can somebody please tell me what i misunderstood/miss?
thx_alex.
not without the code… ‘adressUV = border’ is spelt wrong, how is it written in the shader?
sampler Samp = sampler_state //sampler for doing the texture-lookup
{
Texture = (Tex); //apply a texture to the sampler
MipFilter = LINEAR; //set the sampler states
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = BORDER;
AddressV = BORDER;
BorderColor = (0,0,0,1);
};
like this
that shouldn’t affect anything else in the shader… there must something else be wrong then… only thing i can think of is to write the border col in {} braces… but shouldn’t make any difference…
ok
but it does affect the shader, the shading looks like a diamond - shape ?
when i change to
//AddressU = BORDER;
AddressV = BORDER;
BorderColor = (0,0,0,1);
the somehow diamond shape stays only for the V-coordinates…
test.zip (4.3 kB)
ah, alright, since you have no texture connected the border color instad of white is taken in the pixel shader. try this code:
code(lang=hlsl):
float4 col = 1;// tex2D(Samp, In.TexCd);col.rgb *= PhongPoint(In.PosW, In.NormV, In.ViewDirV, In.LightDirV);
thank you very much :)