Yeah dunno though, it looks harder than Irrlicht, I wasn't really thinking of moving over just to see if anyone has done something similar. I'm not sure about a visor, I just thought you could call the material a certain name, the program reads the info and creates the correct shader?dlangdev wrote:Hi Slaine,
Good luck on Ogre, hope you get what you're looking for. I wish I had the time to play with Ogre.
I'm still doing research about shader-material binding on Irrlicht. I think a visor (that's what they call it in Maya) is needed so that I can pull-up the shader and attach it to an attribute. The thing is, the Irrlicht object model has no attributes. Big problem right there.
Once I get a good view of how it fits nicely it will eventually come together. I need more time to know the finer details.
Integrating shaders into a pipeline
I managed to get shaders to load straight from Max/Maya to Irrlicht via the .x file.
What I did was modify the X file loader to recognize the EffectInstance template, and then extract the shader's name. Then I stick that in a custom SMaterial attribute that I added, and after loading the mesh, mine out all of this shader data and compile them using Irrlicht, passing in whatever function pointers I want. Sure, it's a hack, but it works for what I need it for (and it sure does beat no shader support from .x files).
If you want code or more details, send me a PM.
Cheers,
Noah
What I did was modify the X file loader to recognize the EffectInstance template, and then extract the shader's name. Then I stick that in a custom SMaterial attribute that I added, and after loading the mesh, mine out all of this shader data and compile them using Irrlicht, passing in whatever function pointers I want. Sure, it's a hack, but it works for what I need it for (and it sure does beat no shader support from .x files).
If you want code or more details, send me a PM.
Cheers,
Noah
Last edited by impulse3d on Wed Jun 18, 2008 5:19 pm, edited 1 time in total.
i'm still figuring how to use shaders. *blur*
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