Horde3D

Next-Generation Graphics Engine
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PostPosted: 05.10.2008, 04:48 
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Joined: 27.09.2008, 07:34
Posts: 35
I wonder how to do 'standard.pipeline.xml' in the code.
I use 1.0.0beta2 which doesn't even come with that file and try to make Horde work with SDL: http://www.horde3d.org/wiki/index.php5? ... e_with_SDL which again describes xml.
Besides, every addResource uses XML files. So I wonder how to do all that resources hard coded. May be I miss something about the engine concept.
Thanks.


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PostPosted: 05.10.2008, 16:18 
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Joined: 10.09.2006, 15:52
Posts: 1217
Horde is very data-driven. Currently there is no API for creating pipelines. But usually pipelines are not meant as dynamic resources since they are rather challenging to set up (require having the appropriate shader contexts etc.). The pipeline is organized in stages and you can disable single stages with an API command. If you really need to create them dynamically you need to output a small XML string. The other resources have some functions now which make it possible to modify them after they have been loaded. But this can certainly still be improved in the future.


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PostPosted: 05.10.2008, 16:32 
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Joined: 27.09.2008, 07:34
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Ok.
Is 'forward.pipeline.xml' the same as 'standard.pipeline.xml' I see in docs?


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PostPosted: 05.10.2008, 16:45 
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Joined: 16.01.2008, 00:24
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kornerr wrote:
Ok.
Is 'forward.pipeline.xml' the same as 'standard.pipeline.xml' I see in docs?


It can be anything, it's only the filename. Those pipelines within the SDK are only examples, you can create your own.


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PostPosted: 05.10.2008, 16:59 
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Didn't Horde have 'standard.pipeline.xml' in the past?


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PostPosted: 05.10.2008, 18:01 
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Joined: 22.11.2007, 17:05
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Location: Boston, MA
kornerr wrote:
Didn't Horde have 'standard.pipeline.xml' in the past?
If it did it was probably the forward pipeline. There really isn't one way of doing things that could be pointed to as 'standard', so the new name makes more sense.

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