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Looking for a shader programmer
Posted: Mon Aug 03, 2009 12:30 pm
by fantasian
Hello. I am willing to hire a shader-programmer to either convert a DirectX .fx shader for Ogre usage, or write one with similar capabilities. The features that interest me in the aforementioned shader are diffuse map, normal map, ambient occlusion map and specular map.
Kind regards,
Bill Kotsias
contact: through the forum or email: artist3Djob at gmail , com
Re: Looking for a shader programmer
Posted: Mon Aug 03, 2009 1:36 pm
by nullsquared
- is the ambient occlusion map lined up with the other maps, or does it use its own UV channel?
- what type of lights are you going to have? do you mind multi-pass lighting?
- what is the maximum shader model you're aiming for? (and both D3D and OGL?)
Re: Looking for a shader programmer
Posted: Tue Aug 04, 2009 7:28 am
by fantasian
nullsquared wrote:- is the ambient occlusion map lined up with the other maps, or does it use its own UV channel?
- what type of lights are you going to have? do you mind multi-pass lighting?
- what is the maximum shader model you're aiming for? (and both D3D and OGL?)
- the AO map is lined up with the other ones
- no, I don't mind multi-pass lighting, although I would like to have an estimate of how slower rendering is with multiple passes
- the maximum shader model is 3 but, of course, if it can be done with model 2, the better.
Thank you for your interest.
Re: Looking for a shader programmer
Posted: Tue Aug 04, 2009 5:40 pm
by nullsquared
Here's my initial write-up:
http://www.ogre3d.org/wiki/index.php/No ... ing_Shader (public domain)
Try it out, tell me what works and/or what doesn't work. I can't guarantee any support or anything, but at least it seems closer than you were able to get with the shaders from the Ogre demos.
Re: Looking for a shader programmer
Posted: Wed Aug 05, 2009 5:32 pm
by fantasian
nullsquared, I have sent you a private forum message (in case the forum doesn't automatically notify you about it)...
