We received many more applications for the program than we are able to accommodate, and we would encourage you to reapply for future instances of the program.
I've got some more feedback from a chat on #gsoc, mainly to make the ideas list better documented. We may have more luck next time
We received many more applications for the program than we are able to accommodate, and we would encourage you to reapply for future instances of the program.
I've got some more feedback from a chat on #gsoc, mainly to make the ideas list better documented. We may have more luck next time
It sucks it's always the same game engines being picked
Anyway, what are the changes planed to the material system? I see that the dx10/11 and ogles2x render targets are purely shader based, the material system should be abstract enough to support any set of shader language is this not the case?
Are you planning to support any specific run time to do shader stitching or run-time re-compilation? (like the cg runtime)
Well...if you find a guy who wants to work on the driverspart, i will take the Materialpart because i like to change this part but i lack the knowlegde for the drivers and their needs.
The ogl-es 2.x driver is almost done - besides the material stuff. So it's jsut a question of how to arrange the shaders, and how to pass the necessary information to them.
Well...how about kicking all these Materialtypes and matieralrenderer, wrapping the usable texture-, shader- and renderstates and providing standard materials? This wont be easy but it will allow direct settingschanges, more flexibility and if somebody can give me sometimes hints i will do it.
I don't understand in what direction you're heading, but if you want to, just start a new thread (as this goes really OT) and provide some design text describing your ideas.