Horde3D

Next-Generation Graphics Engine
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PostPosted: 29.03.2009, 23:43 
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Joined: 26.03.2008, 02:58
Posts: 160
I am going to look at the new code, but i just have a couple of quick questions regarding the new file format.

How do i create different profiles for an effect? If the plan is to support diff rendering APIs we have to support them in the material/shader system too and having diff material definitions per API is going to be a nightmare. Collada FX uses something like:

Code:
<profile_GLES2 id="..." language="..." platforms="...">
<asset .../>
<code .../>
<include .../>
<newparam .../>
<technique>
<asset .../>
<annotate .../>
<pass .../>
<extra .../>
</technique>
<extra .../>
</profile_GLES2>


How do i translate this into a Horde3D beta3 material?

---

I am having some issues in terms of design because there are some major things that need to be implemented to support multiple APIs and there are several ways how-to implement them. Since some of these things are major decisions perhaps i should just wait until you guys define the interfaces and formats to be a bit more multiple API ready and focus on my own platform specific code.

EDIT: PS is there any new documentation regarding the übershader?


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