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@@ -242,10 +242,6 @@ The uniforms will be populated at runtime with the value you sent.
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Color Keying is useful in games involving many players. It consists of adding some player-specific color on models textures. The easiest way of doing this is to use a keyMap which will contain the amount of color to add in its alpha channel.
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-Here I will use this color map: +
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-image:http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg] +
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-to blend color on this texture: +
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-image:http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg]
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We need to pass 2 new parameters to the Lighting.j3md definition, MaterialParameters section:
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@@ -296,10 +292,6 @@ if we need to blend it:
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This way, a transparent pixel in the KeyMap texture doesn't modify the color. A black pixel replaces it for the m_KeyColor and values in between are blended.
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-A result preview can be seen here:
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-
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-image::http://wstaw.org/m/2011/10/24/plasma-desktopuV2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopuV2787.jpg]
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-
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=== Step by step
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@@ -364,4 +356,4 @@ a|g_NormalMatrix
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=== Useful links
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-link:http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf[http://www.eng.utah.edu/pass:[~]cs5610/lectures/GLSL-ATI-Intro.pdf]
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+link:{attachmentsdir}/GLSL-ATI-Intro.pdf[GLSL-ATI-Intro.pdf]
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