New Shader (ShaderCallback)
Posted: Mon Sep 25, 2006 1:56 pm
I begin working on a new type of ShaderCallback to resolve and add some futures to Irrlicht.
Futures:
- multipass
- easy seating for constants
- easy blend mode
- multitexture support
- shader know the nod that is shading
- examples
1. multipass
- Begin()
- BeginPass(pass)
- EndPass(pass)
- End()
2. Easy seating for constants
- SetInt()
- SetFloat()
- SetTextureSlot()
- SetMatrix()
- IsParameter()
- ..
3. Easy blend mode
- SetBlendMode(blendMod)
BM_REPLACE
BM_ADD
BM_MODULATE
BM_ALPHA_BLEND
4. Examples
- multitexture & blendmode example
- per-pixel lighting shader (2-3 light sources)
- blur shader
Waiting for your ideas and suggestions!
If this a usefully thing to code? [will you use this in your apps]
I can do the OpenGL part can anyone help me for the DirectX part?
Futures:
- multipass
- easy seating for constants
- easy blend mode
- multitexture support
- shader know the nod that is shading
- examples
1. multipass
- Begin()
- BeginPass(pass)
- EndPass(pass)
- End()
2. Easy seating for constants
- SetInt()
- SetFloat()
- SetTextureSlot()
- SetMatrix()
- IsParameter()
- ..
3. Easy blend mode
- SetBlendMode(blendMod)
BM_REPLACE
BM_ADD
BM_MODULATE
BM_ALPHA_BLEND
4. Examples
- multitexture & blendmode example
- per-pixel lighting shader (2-3 light sources)
- blur shader
Waiting for your ideas and suggestions!
If this a usefully thing to code? [will you use this in your apps]
I can do the OpenGL part can anyone help me for the DirectX part?