fix issue introduced by CMU students (bless them)

This commit is contained in:
rdb 2012-03-12 09:12:31 +00:00
parent 608643da5a
commit 5e7fb20065

View File

@ -1268,26 +1268,17 @@ synthesize_shader(const RenderState *rs) {
TextureStage *stage = texture->get_on_stage(i);
switch (stage->get_mode()) {
case TextureStage::M_modulate:
//if the format of the texture is RGB, we simply multiply results
//RGB by the texture's RGB
if (texture->get_on_texture(texture->get_on_stage(i))->get_format() == Texture::F_rgb){
text << "\t result.rgb *= tex" << i << ";\n";
}
//if it's an RGBA texture...multiply by the whole set of values (R,G,B,A) together
//NOTE: if you want an RGBA map as an additional transparency map then this
//will not work correctly. You must store the transparency information either in the alpha channel
//of the color map, or use a separate alpha may with no color info at all (thus it gets treated as
//as F_alpha, not F_RGBA). Also, you can store the alpha map file inside a standard RGB map by
//using the same prefix for both textures. This is equivalent to RGBA.
else if (texture->get_on_texture(texture->get_on_stage(i))->get_format() == Texture::F_rgba){
text << "\t result.rgba *= tex" << i << ";\n";
}
//if it's an alpha formatted texture (ie. an alpha or mask in a separate texture Ref) then
//multiply the alpha channels only. That way color of the result is preserved
else if (texture->get_on_texture(texture->get_on_stage(i))->get_format() == Texture::F_alpha){
int num_components = texture->get_on_texture(texture->get_on_stage(i))->get_num_components();
if (num_components == 1) {
text << "\t result.a *= tex" << i << ".a;\n";
} else if (num_components == 3) {
text << "\t result.rgb *= tex" << i << ".rgb;\n";
} else {
text << "\t result.rgba *= tex" << i << ".rgba;\n";
}
break;
break; }
case TextureStage::M_modulate_glow:
case TextureStage::M_modulate_gloss:
//in the case of glow or spec we currently see the specularity evenly across the surface