Tekken Posted July 20, 2015 Posted July 20, 2015 (edited) Hi, Today I created a shader using engineApplyShaderToWorldTexture. Sript: addEventHandler('onClientResourceStart', resourceRoot, function() shader = dxCreateShader('shader.fx') terrain = dxCreateTexture('img/1.jpg') dxSetShaderValue(shader, 'gTexture', terrain) engineApplyShaderToWorldTexture(shader, 'des_ripplsand') end) Shader.fx: texture gTexture; technique TexReplace { pass P0 { Texture[0] = gTexture; } } But I have a problem the draw distance is too low as you can see here: Do you know how to fix that? Edited July 21, 2015 by Guest
Tekken Posted July 21, 2015 Author Posted July 21, 2015 This? engineSetModelLODDistance Still the same..., maybe i did it wrong.Can you give me an example ?
GTX Posted July 21, 2015 Posted July 21, 2015 You need to know ID of an object. engineSetModelLODDistance(YOUR_ID, 300) If that function doesn't work, then I'm afraid there's no solution to your problem.
Ren_712 Posted July 22, 2015 Posted July 22, 2015 With the code provided i'm quite surprised that you have shader max render distance defined. How about setting that yourself: shader = dxCreateShader('shader.fx',0,0,false,"world") - this changes the distance to infinite.
DakiLLa Posted July 22, 2015 Posted July 22, 2015 I guess you have to replace the LOD object texture as well.
Ren_712 Posted July 22, 2015 Posted July 22, 2015 try engineApplyShaderToWorldTexture(myShader,"*") -- which will apply to all the textures. DakiLLa might have a point on this.
Tekken Posted July 22, 2015 Author Posted July 22, 2015 try engineApplyShaderToWorldTexture(myShader,"*") -- which will apply to all the textures. DakiLLa might have a point on this. What do you mean by "*" ? EDIT: Thank you so much It worked.
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