RTSS and custom shaders

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SufferinPup
Greenskin
Posts: 113
Joined: Tue Mar 02, 2010 11:09 pm

RTSS and custom shaders

Post by SufferinPup » Tue Mar 11, 2014 8:58 pm

I know there has been some talk about updating/upgrading the RTSS lately. I'd like to suggest a feature request for it.

Basically I'd like to be able to combine passes with custom shaders and passes that use the RTSS in the same material. This has caused me a lot of trouble, it would be nice if it "just worked". Note that this works fine with the fixed function pipeline, it is only an issue on hardware/APIs with no FPP.

Here is a sample material of what I'd like to do (on iOS the first pass simply doesn't render, on OpenGL with the FPP disabled this causes an exception):

Code: Select all

material test_mat
{
	technique
	{
		pass
		{			
			texture_unit
			{
				texture test.tga				
			}
		}
		pass
		{			
			vertex_program_ref HighlightVP
			{

			}

			fragment_program_ref HighlightFP
			{

			}
		}
	}
}
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