Mark. Question about 3d shaders

About Monkey 2 Forums Monkey 2 Development Mark. Question about 3d shaders

This topic contains 5 replies, has 4 voices, and was last updated by  AdamStrange 1 year, 12 months ago.

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  • #7929

    AdamStrange
    Participant

    I just wanted to ask you about the mechanisms of the shaders you will be using for the new 3d module.

    How will different shaders be constructed?

    My thought would be to use something alongs the lines of visual studio with nodes, etc.

    What are you thoughts?

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    #7964

    AdamStrange
    Participant

    anyone here? Mark, any concepts or hints as to how the shaders for materials will be dealt with?

    #7969

    Lars
    Participant

    I think they are standard glsl files, so you can write your own, or get some from the web.

    I would guess Mark will supply a couple of shades as well, to show off some effects and stuff, when he releases the engine.

     

    Anyways, this is just speculation from my part though…. 😉

    #7986

    Mark Sibly
    Keymaster

    Anyways, this is just speculation from my part though…

    Pretty much correct. Yes, shaders will be standard glsl source code to start with, and there will be some useful ‘stock’ shaders provided.

    A ‘node graph->glsl’ tool is certainly a possibility for the future, but v1.0 probably wont contain any gui tools, just the ‘backend’ for any such tools.

    There’s a good chance I will write some plugins for ted2 – in mx23d –  that will allow you to at least ‘view’ 3d media files though – and if there’s ever anythng like a Maplet2, this will also probably end up in the form of a Ted2 plugin.

    #8000

    peterigz
    Participant

    just the ‘backend’ for any such tools.

    Sounds good! I think as long as a flexible shader system is in there that’d be great, people can build the tools into their own editors and whatnot.

    #8012

    AdamStrange
    Participant

    Here’s what I knocked up over a day:

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