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Old 03-27-2007, 10:16 AM   #41
stino
 
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ok, and what are the other shaders in source, normal/bump mapping? (inexpensive), refraction (rare use of it, but seems quite less expensive than water), cubemapping (should be inexpensive since every face has that shader applied on it)
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Old 03-27-2007, 06:57 PM   #42
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Refraction is fairly expensive. Reflection is too, but for some reason there's no standalone reflection shaders built into source. Ditto for volume fog.
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Old 03-30-2007, 05:45 PM   #43
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Quote:
Originally Posted by Nezumi
Refraction is fairly expensive. Reflection is too, but for some reason there's no standalone reflection shaders built into source. Ditto for volume fog.
volume fog, does that exists, the only volume fog that i know of in source is the volume filled with smokesprites. func_smokevolume, the normal fog is quite cheap (env_fog_controller?)

there are standalone refraction/reflection shaders, look at the vmt's of the testshaders used in the stresstest in css
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Old 04-01-2007, 02:20 AM   #44
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Water uses volume fog.
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Old 04-02-2007, 10:56 AM   #45
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i think we should get back on topic
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