Shading is what the fixed function pipe line does. It computes shadow based on the normals the old fashioned way.
Now when i use Cg shaders it should override that. But it does not. I get the fixed functions shading + my own bump panning + glow shader. But when i try to reproduce that on a smaller scale in a little demo. It does not work. And I boke this in game so now i don’t see it either.
Now other issues with the cg shaders came up and i am rewriting them and cant get the “fixed function” shading to work with my own shader system as it had nicly before, it looks like the only thing i did before is added color to my computation but now that is does not work. It was illogical how it worked before fixedfun -> COLOR -> my vshader -> fixedfun -> fshader … it was odd and maybe was one of the numerous wearinesses of the Cg system.
Now looking through the Cg 1.5 documentation it does not look like panda3d shading system at all. This is part of the Cg 1.5 not supported by panda:
technique bumpdemo_arb {
pass {
FragmentProgram =
compile arbfp1 C8E4f_specSurf(Ambient,
float4(DiffuseMaterial * LightColor, 1),
float4(SpecularMaterial * LightColor, 1),
normalMap,
normalizeCube,
normalizeCube);
VertexProgram =
compile arbvp1 C8E6v_torus(LightPosition,
EyePosition,
ModelViewProj,
float2(OuterRadius, InnerRadius));
}
}
what is light color in the 1st place? There is no light in the panda shading system. I find this in one of the tutorials: “ mspos_light “ the mysterious valuable that is not listed any where in the documentation. And this the Texture.FTShadow? Can some one explain how the system work and ties in to the Nvid’s Cg so that we can use its documentation? Also what is that in the work arounds “We have found that if you manually allocate registers by supplying a semantic string for each parameter, this problem is bypassed.â€