Materials (Metroid Prime): Difference between revisions
Jump to navigation
Jump to search
m
→Mode 0: Inverse ModelView Matrix (No Translation)
>Aruki |
>Aruki |
||
Line 604: | Line 604: | ||
This mode is commonly used with vertex normals to simulate reflective surfaces using spheremaps that move with the camera. It takes no parameters, and will generate both a texture matrix and a post-transform matrix. Translation is ignored. | This mode is commonly used with vertex normals to simulate reflective surfaces using spheremaps that move with the camera. It takes no parameters, and will generate both a texture matrix and a post-transform matrix. Translation is ignored. | ||
The texture matrix is calculated like this. Note that the multiplication of the view matrix by the model matrix should be modified slightly rather than being a straight multiplication to ignore translation on the model matrix. | The texture matrix is calculated like this. Note that the multiplication of the view matrix by the model matrix should be modified slightly rather than being a straight multiplication to ignore translation on the model matrix. (The game uses a function called MultiplyIgnoreTranslation for this.) | ||
<pre>texmtx = inverse(ViewMatrix) * ModelMatrix; | <pre>texmtx = inverse(ViewMatrix) * ModelMatrix; |