[News] Ogre 1.11 User Survey Results
Posted: Tue Apr 02, 2019 4:19 pm
Support and community hang-out spot for Ogre3D
https://forums.ogre3d.org/
1. There are a block of data "vertex shader->fragment shader"Originally I wanted to deprecate/ remove the HLMS component from 1.12, but seeing these results I kept it. However I keep wondering why/ how you are using it? It does not give you much over plain #ifdef preprocessor directives in Ogre1. I would be glad if someone could report on their usage in the Forums
Code: Select all
@piece(MY_VERTEX_TO_FRAG)
block
{
vec3 surface_worldPosition_frag;//
vec3 surface_viewWorldPosition_frag;//view coordinate
vec3 normal_frag; //note: view-world coordinate
vec3 tangent_frag; //note: view-world coordinate
vec3 binormal_frag; //note: view-world coordinate
...
}@foreach( amountOfTexture_num, n )
vec4 uvManipulator@n = entity.uvManipulator@n;
Thanks for the feedbackhyyou wrote: Thu Apr 11, 2019 4:23 am
After I read the article, I felt like a cat stepped on its tail while reading this :-
thats a valid point. I restructed the RTSS docs to target non-shader writers first:EricB wrote: Fri Apr 12, 2019 1:34 am Looking at the RTSS documentation, it looks like it's just a big explanation of a shader generation. It's not very helpful for non-artist, non-shader writers.