RedcrowProd
Member
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World editor set shader
Hi there !
I am trying to achieve a similar look to the world editor brush shader, i got it all working up to the setshader of the area, then i got a bit confused with how the code is setup in source, the area create a heightmap2 that holds the meshes and call setshader on them then call scheduleblend.
How could i go about making my hm meshes from world.area.data have the shader as well ?
Welcome any advice on where to look at and if i have missed something thanks
(This post was last modified: 08-10-2020 03:30 PM by RedcrowProd.)
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08-08-2020 06:03 AM |
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Esenthel
Administrator
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RE: World editor set shader
Yes you have to extend blend object class, it was designed for this purpose.
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08-08-2020 05:24 PM |
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RedcrowProd
Member
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RE: World editor set shader
awesome yes i got it working
i misunderstood the customSetShader call, and was naming my func setShader() like on the engine, but actually i had to override the func
thanks
(This post was last modified: 08-09-2020 03:21 PM by RedcrowProd.)
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08-09-2020 07:16 AM |
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