!!VP1.0
# c[8] - c[11] : Modelview*Projection matrix
DP4 o[HPOS].x, c[8], v[OPOS];
DP4 o[HPOS].y, c[9], v[OPOS];
DP4 o[HPOS].z, c[10], v[OPOS];
DP4 o[HPOS].w, c[11], v[OPOS];
MOV o[COL0].xyz, v[COL0];
END
Input color is specified as glColor3f(1,1,1) and gl lighting is disabled.
Any suggestions appreciated.
-meZ
Simple Vertex Program... not so simple :-(
I''ve setup a super-simple vertex program that just transforms position and passes through light color. Everything gets really dark grey though (like ambient 0.2 light), why could that be?
i dont know the solution to your problem.
but i think you should remove .xyz in the line
MOV o[COL0].xyz, v[COL0];
because its not neccessary.
also you should deactivate all textures beforce using the vertex program, and disable blending.
but i have a question:
how do you get your matrix into the parameter registers?
are you using glTrackMatrix?
i also have a problem with vertex programs, could you take a look at
http://www.gamedev.net/community/forums/topic.asp?topic_id=76950
please.
but i think you should remove .xyz in the line
MOV o[COL0].xyz, v[COL0];
because its not neccessary.
also you should deactivate all textures beforce using the vertex program, and disable blending.
but i have a question:
how do you get your matrix into the parameter registers?
are you using glTrackMatrix?
i also have a problem with vertex programs, could you take a look at
http://www.gamedev.net/community/forums/topic.asp?topic_id=76950
please.
Yeah, I just put in the .xyz to see if it would make any difference.
I using trackmatrix like this:
And that part works like a charm.
-meZ
I using trackmatrix like this:
#define VP_C08 8// Map modelview*projection matrix to const c8->c11glTrackMatrixNV( GL_VERTEX_PROGRAM_NV, VP_C08, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV );
And that part works like a charm.
-meZ
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