Gradient a texture
How are you suppose to apply a gradient to a texture.
Mainly a greyscale cloud texture, I wish to fade blue around the dome the texture is wrapped on, except leaves the clouds in the texture untouched. I'm not quite sure where to start.
Would this be more plausable with a pixel shader?
I think it's easier when you use multitexturing. Use the blueish gradient as the base texture and the clouds as second. This way you can implement moving clouds later on.
As to your question:
Definitely use a pixel shader and use maybe the alpha mask of the cloud texture (or the cloud pixels right away) to blend sky and clouds together (black replaced by blue, gray with maybe 50% blue and 50%gray, white left untouched).
As to your question:
Definitely use a pixel shader and use maybe the alpha mask of the cloud texture (or the cloud pixels right away) to blend sky and clouds together (black replaced by blue, gray with maybe 50% blue and 50%gray, white left untouched).
Indeed, you have stated what I was somewhat theorizing.
Is it okay to use several different pixel shaders in one game?
Since I am very unfamiliar with ps/vs I am just curious if it is okay to have a few ps/vs loaded to use for different rendering.
Is it okay to use several different pixel shaders in one game?
Since I am very unfamiliar with ps/vs I am just curious if it is okay to have a few ps/vs loaded to use for different rendering.
I believe you can use a few different ps/vs in the same game. I'm looking at using them in a game i'm working on, but am still working on finding out how to actually use them and write them. Its gonna be a long trip.
LoL indeed.
I have been researching many articles found admist the pages of gamedev.net here.
I have started with Vertex shader and found it to be a nice mystery in a box.
After reading several poorly written articles on here, jumping between msdn and these articles backed up with other articles I have been able to achieve a rather moderate learning curve.
I still haven't gotten anything set and working tho :)
To answer this thread for myself: I am going to use a pixel shader, 4 textures. they will be 2 Cloud textures, 1 color gradient, 1 star field. Blending will be achieved based on the color gradient which will go from light-blue to dark-blue (almost black) in the course of the game... I believe pixel shader is the only way to achieve this look with flexibility and speed. Getting the gradiant to look its darkest above the player will be a fun task :)
I have been researching many articles found admist the pages of gamedev.net here.
I have started with Vertex shader and found it to be a nice mystery in a box.
After reading several poorly written articles on here, jumping between msdn and these articles backed up with other articles I have been able to achieve a rather moderate learning curve.
I still haven't gotten anything set and working tho :)
To answer this thread for myself: I am going to use a pixel shader, 4 textures. they will be 2 Cloud textures, 1 color gradient, 1 star field. Blending will be achieved based on the color gradient which will go from light-blue to dark-blue (almost black) in the course of the game... I believe pixel shader is the only way to achieve this look with flexibility and speed. Getting the gradiant to look its darkest above the player will be a fun task :)
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