Quote:
Originally Posted by Hitman
If the reflection was just a texture, then it sure could be done, but the reflection I think is hardware.
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The reflection colors comes from the reflection map which is a tga texture embedded in SkyColors_*.dat. The colors of this texture are transferred via a vertex-/pixel-shader combination to the water mesh.
The main color of the water is no external or embedded texture, it comes from a temporary texture generated of the water colors from the EnvColors_*.dat. This temp texture is stored at runtime in the texture registers and another vertex-/pixel-shader pair map this texture on the water mesh.
SH3 still uses shader model 1.1 which was originally designed for DirectX 8 although it is a DX9 game. SH4 uses shader model 2.0+ which comes with DX 9 and uses more texture-manipulation within the shaders.