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Graphics fallback lighting - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: Graphics fallback lighting (/showthread.php?tid=1596) |
Graphics fallback lighting - NaN - 01-27-2012 I know texture combiners are from hell. But I still have been wondering if it is possible to get per vertex lighting with car paint. My idea has been to use the first texture unit to blend car color with the texture. This works fine. Code: // stage 0 Then use the second texture unit to apply lighting. Here I am getting the lit fragment color only as output, almost like it is ignoring the previous stage. Code: // stage 1 @joevenzon any ideas? - NaN - 01-27-2012 Correction: I am only getting a lit mesh without texture/paint with F1-02. Other cars(360) show the color but not the lighting. |