Dive into custom map design, no experience required. ![]() Perhaps it has something extra to do with the TintPaletteSelector as you say, because at the moment it's just using a vertex colour channel to select the X coord for the palette texture, it seems to work most of the time. Mapbox Studio brings all the rendering power of Mapbox GL in simple toggles and controls. But it seems that I'm still missing something with tinting because some of the trees are blue up close, and some other random objects are pink. The containers on the docks are a good example, without using that value from the entity they all came out the wrong colours. From The Last of Us to Grand Theft Auto V, here our picks for the best PS3 games. The GTA V Interactive Map posted in that link no longer works, site went down a few months ago. I did mostly get the colour tinting working, and it's pretty much just as you described, but something interesting I found is that there is a value that can be specified in the CEntityDef in the ymaps that specifies the Y coordinate for the palette texture. ![]() In the shader you have a parameter called 'TintPaletteSelector' which contains an 'X' and 'Y' value, which selects the color from said texture sampler and then multiplies(?) it by the diffuse color. As for '_tnt' shaders, I believe it works fairly simply: You feed it with a lookup sampler, typically recognized by the '_pal' suffix and appears to be always 256x4 pixels.
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