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Diffuse shader

#1 User is offline   Genma Saotome 

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Posted 16 January 2010 - 01:28 PM

Can someone explain the use of Diffuse shaders in MSTS?

From what I can see within the .s file, diffuse produces these values:

	vtx_states ( 1
		vtx_state ( 00000000 0 0 0 00000002 )
	)
	prim_states ( 1
		prim_state main_Prim0 ( 00000000 0
			tex_idxs ( 0 ) 0 0 0 0 1
		)
	)


and the use of two textures gives these:

	vtx_states ( 1
		vtx_state ( 00000000 0 -5 0 00000002 )
	)
	prim_states ( 2
		prim_state main_Prim0 ( 00000000 0
			tex_idxs ( 1 0 ) 0 0 1 0 1
		)
		prim_state main_Prim1 ( 00000000 0
			tex_idxs ( 1 1 ) 0 0 1 0 1
		)
	)


What I'm getting at is if the using a diffuse shader makes sense I'll have to be hand editing the .s file. Just want to be sure I know what to change.

#2 User is offline   wacampbell 

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Posted 16 January 2010 - 05:18 PM

View PostGenma Saotome, on 16 January 2010 - 01:28 PM, said:

Can someone explain the use of Diffuse shaders in MSTS?

From what I can see within the .s file, diffuse produces these values:

	vtx_states ( 1
		vtx_state ( 00000000 0 0 0 00000002 )
	)
	prim_states ( 1
		prim_state main_Prim0 ( 00000000 0
			tex_idxs ( 0 ) 0 0 0 0 1
		)
	)


and the use of two textures gives these:

	vtx_states ( 1
		vtx_state ( 00000000 0 -5 0 00000002 )
	)
	prim_states ( 2
		prim_state main_Prim0 ( 00000000 0
			tex_idxs ( 1 0 ) 0 0 1 0 1
		)
		prim_state main_Prim1 ( 00000000 0
			tex_idxs ( 1 1 ) 0 0 1 0 1
		)
	)


What I'm getting at is if the using a diffuse shader makes sense I'll have to be hand editing the .s file. Just want to be sure I know what to change.


I am not sure what you are asking. A .S file that specifies BlendATexDiff, or TexDiff as the 'named_shader' is using diffuse shading - thats the 'Diff' part of the shader name. Diffuse is the property where the surface facing the light is brighter than surfaces facing away. I've never seen a file that did not use diffuse.

#3 User is offline   Genma Saotome 

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Posted 16 January 2010 - 05:50 PM

What I had noticed was within a .s file if I had left some polys untextured I'd see the phrase named_shader (diffuse) and if everything had been textured I would not. Other than if I was knowing that MSTS generally doesn't like untextured polys I was wondering if there was some feature about that shader that could be used. Guess it already is. :)

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