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 Post subject: Re: Community Wiki and todo list
PostPosted: Sun Dec 12, 2010 11:01 am 
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Posts: 1827
onimatrix wrote:
On the other hand, my fixed pipeline texturing needs batching and material support at the least. I won't release half assed code :D

Yeah, I see how it is all tied together. Well there is no hurry of course, it's worth getting it into a nice state first.


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 Post subject: Re: Community Wiki and todo list
PostPosted: Sat Apr 23, 2011 10:12 am 

Joined: Thu Apr 21, 2011 1:13 am
Posts: 18
I've been having a lot of issues with using shaders to render the textures.

There are bits and pieces of examples on the wiki and in different forum posts. But with my limited knowledge of rendering and shaders it has been an excercise in frustration.

It would be great if there was a well written wiki entry on how to do it since I'm sure there are a lot of people with similar experience levels as myself (when it comes to rendering) and trying to do more then apply 1 texture to the entire mesh.

If/When I manage to figure it out on my own I will be sure to add an entry myself if it has not been added yet.


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 Post subject: Re: Community Wiki and todo list
PostPosted: Sat Apr 23, 2011 5:59 pm 
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Joined: Wed Jan 26, 2011 3:20 pm
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it's rather hard writing info on that in a general way. I know how to use shaders with ogre and opengl, and I know how to write them. But I have no clue how to do this without ogre. So I'm not sure what you're asking here... more tutorials for different engines/wrappers/renderers?


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 Post subject: Re: Community Wiki and todo list
PostPosted: Sat Apr 23, 2011 6:10 pm 

Joined: Thu Apr 21, 2011 1:13 am
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Ya I'm using Ogre as well, when I have something working I'll be sharing it via the wiki. It's quite lonely there. :D


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 Post subject: Re: Community Wiki and todo list
PostPosted: Sat Apr 23, 2011 6:41 pm 
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It's difficult to provide complete shader code because it depends on a lot of factors. Do you want different textures on different faces, forward or deferred rendering, light and shadow setup, choice of shader language, etc.Plus people may want to achieve different results... different coloured cubes, texture mapped, normal mapped, and so on.

I think all we can usefully provide is simple building blocks. There is already the snippet on building the normal in the pixel shader, and maybe it would be useful to have a snippet showing how to convert a normal into a face-index. Probably other examples like that. But it's generally not possible to just take shader code from one project and drop it into another - it depends too much on people's particular project.


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