Jump to content
  • Advertisement
Sign in to follow this  
SiS-Shadowman

cel shading & painter

This topic is 4523 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i don't understand my shader. i've read some cel shadinh tutorials and articles and i think i now understand how it works. i've tried to rewrite the code from the direct x 8 tutorial from gamedev (< href="http://www.gamedev.net/reference/articles/article2021.asp">here) because i'm using hlsl. i didn't use the asm code, but the description. i've got a simple shader atm, wich simulates diffuse lighting: // PixelShader: return tex2D(SkinSampler, Tex0) * Hemi; // Hemi ist just the dot product n.L // both vectors were normalized before and the result gets clamped to [0, 1] this kind of lighting works perfect and i didn't encounter any problems. but when i tried this one, the lighting wasn't correct any longer: float2 Tex1; Tex1.x = Hemi.x; Tex1.y = 0.0f; return tex2D(SkinSampler, Tex0) * tex2D(PaintSampler, Tex1); i used tex2D because i haven't used tex1D yet, but i tried both and the result was the same. here you can see screens: ( diffuse | quanterized | quanterized ) *edit* here is the image used for it: [Edited by - SiS-Shadowman on June 1, 2006 12:23:29 AM]

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!