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Use new materials.xml format to declare a second city texture with its own relief map provided by Yves/hb-gral

This commit is contained in:
fredb 2010-04-10 09:40:41 +00:00
parent cae0c318b7
commit 71ff1ae846

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@ -3,13 +3,9 @@
<name>Effects/urban</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures.high/Terrain/city1-relief-light.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<depth-factor type="float">0.008</depth-factor>
<tile-size type="float">2000.0</tile-size>
<night-color type="vec3d">0.75 0.59 0.05</night-color>
</parameters>
<generate>
<normal type="int">15</normal>
@ -100,17 +96,17 @@
<uniform>
<name>depth_factor</name>
<type>float</type>
<value type="float">0.008</value>
<value><use>depth-factor</use></value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value type="float">2000.0</value>
<value><use>tile-size</use></value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value type="vec3d">0.75 0.59 0.05</value>
<value><use>night-color</use></value>
</uniform>
</pass>
</technique>