Don't binarize the new rvmats for glass, make sure you add an *.rvmat exception to BinPBO as it can't handle binarizing the new shaders.
Use the following RVMAT file for glass (this is for A10 interior glass, for exterior use a different environment texture ideally):
Code:
ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {1.0, 1.0, 1.0, 0.0};
specularPower = 1000.0;
PixelShaderID = "Glass";
VertexShaderID = "Glass";
class Stage1 {
texture = "#(ai,32,128,1)fresnel(0.8,0.56)";
uvSource = "none";
};
class Stage2 {
texture = "ca\a10\data\env_co.paa";
uvSource = "none";
};
Don't use the two-pass rvmat shader from ArmA1, use the new ArmA2 shaders.