marciano wrote:
Hi attila, having states dependent on shader flags as you propose does make a lot of sense in my opinion, especially since Horde is very data-driven and does not provide fine-grained control over render states from the external API (on purpose). In fact adding this was something we were thinking of a long time ago already. It means writing a small expression parser but since we are just limited to basic boolean operators, that shouldn't be too hard. Writing a lightweight expression evaluator is an interesting little challenge...
It is not a huge task, but I'm not too experienced in writing evaluators. But learning new things are always rewarding, so I will probably give it a try, if there is nobody else who would like to implement it. About the implementation: I'm not sure if the whole FX section should be able to contain #ifdef/#endif (maybe C like if() {} else {} )conditions Or just the Context states (excluding the shaders) - which is needed for us right now.
marciano wrote:
... but I have to admit I won't be able to help out with this in the next time. To be fully honest, due to the amount of focus currently required for my professional work (this year is a very exciting one in the industry with all the things going on), I am sorry I have to say that most likely there won't be a lot of progress on Horde this year from our side.
It seems like community should help horde3d to move forward, but even that still would require work(discussing/accepting proposals, discussing possible implementation designs, reviewing the implementation,...) from you. The community roadmap on wiki is almost 5 years old, sadly in its current form it didn't really work.
These are very exciting times in game development, It's almost overwhelming to see so many new hardwares/platforms. Best wishes on your professional work.