Had pixel shaders on fixed pipeline, how to do that with RTSS?

Problems building or running the engine, queries about how to use features etc.
Koli
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Had pixel shaders on fixed pipeline, how to do that with RTSS?

Post by Koli »

I'm very new to any sort of game / real time 3D development, sorry if this is the wrong platform, I just bumped into a ticket on github and didn't want to comment there with a newbie question.

In the past few months I picked up an abandoned Ogre project from some decades ago, started learning, patching it up, I'm on Ogre 13 now. I have never written a shader in my life (besides colorful triangles on BSc), all I know there are some CG pixel shaders, and it was built in the fixed pipeline era.
When starting without fixed pipeline support it's fine until said shaders would be used, then I get an error for missing vertex shader; I suppose specifying any shader replaces the entire fixed pipeline emulation of RTSS.

Is it a correct assumption that the feature I linked would allow me to continue using RTSS' fixed pipeline emulation pipeline with my custom shaders injected at the appropriate stage?

(Possibly I could have already have replaced the custom shaders with RTSS as a whole, said shaders are simply setting colors on meshes with texture alpha blending, the actual colors are coming from code. Also possibly I could inject my shader into RTSS from C++?
I would prefer something data-driven. Also if any of you happen to know some courses that cover the basics, advices are welcome. I don't think I will become a professional game dev, but this learning journey has been fun so far, and I'm somewhat lost in that topic)

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sercero
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Re: Had pixel shaders on fixed pipeline, how to do that with RTSS?

Post by sercero »

I think you should start by reading on how the RTSS works:
https://ogrecave.github.io/ogre/api/latest/rtss.html

And start doing your own tests with simple materials.

Also, in my opinion it is better to know something about shaders in order to work with OGRE:
https://learnopengl.com/