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The new powerful FX-like file format http://horde3d.org/forums/viewtopic.php?f=8&t=680 |
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Author: | DDd [ 29.03.2009, 23:43 ] |
Post subject: | The new powerful FX-like file format |
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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