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Author Topic: Sphere Mapping  (Read 3378 times)
asia
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« on: January 13, 2010, 10:01:23 AM »

Playing with cars I use the mesh method "SetSphereMapping" to get a reflection of the environment around the car body. The body has its own texture. The final result is a mixture (blend) of the mapping and the car body texture. I found the car is to much shining. So how can blend the mapping with the original “diffuse” texture? In other words may I have different blending weights? May I say Spheremapping must be only 10%? 50%?
Thanks for any help
Fabio
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Fabio Musmeci
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jviper
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« Reply #1 on: January 13, 2010, 10:27:14 AM »

If you are letting the fixed-function pipeline do the blending operations with the sphere-map and diffuse map, you may be restricted to the basic blending operations, such as summation or modulation. Any blending more complex then that will require you to write a shader.
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