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Shader to brighten mesh temporarily?
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Posts: 41


Fri, Jun 29 2012

Hi, I am trying to add a feature to my app that will show the user which mesh(s) are selected without going over the top and re-texturing all of the selected meshs, as this would involve too many compileCoreMesh calls.

I'm not too fluent with shaders and HLSL programming, so I was wondering if a) something like this is possible without using compileCoreMesh and b) if so, if you could guide me in the right direction on how I would accomplish something along the lines of:

[myMesh setBrightness: 2.0];

It doesn't have to be the "brightness" (ambient level?), it could be anything you could suggest to visually change the mesh without losing it's texture data. Maybe tinting the mesh green or something else.

Any input is greatly appreciated. Ofcourse in a perfect world I would have a toon shader that I could apply to all selected meshs that outlines them in white, but I think thats getting a little too far out of my knowledge of shaders right now :P).

- Adam Eisfeld
100% like this - 1/1


Posts: 571


Fri, Jun 29 2012

In response to: @adameisfeld

Hello Adam,

In fact, NinevehGL has this feature, but with another name.... it's called "ambientColor".

You can change this value in your material without recompiling the mesh. Just make sure that there is no "ambientMap", because the map will override the color.

0% like this - 0/0


Posts: 41


Fri, Jun 29 2012

In response to: @dineybomfim

Ah that worked perfectly, thanks diney.
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NinevehGL is a 3D engine built right on top of OpenGL ES and it uses all the programmable pipeline power, making it easy for you to create great application with shaders.

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