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Posted

what i would like to see is a more detailed shader documentation. Currently i see the long list of shaders in the material editor but i am really lost and have no clue how to combine them and what information (e.g. number of texture, additional parameter) the shader needs to function properly.

 

A simple grid showing the shader (see sample of another engine below) and the adjustable options does not sound like a lot of work and would help a lot.

 

Shader documentation sample

Posted

I agree. A list of what frag file works with which vert file, would do a lot to help beginners.

Win 7 Pro 64 bit

AMD Phenom II X3 720 2.8GHz

GeForce 9800 GTX/9800 GTX+

4 GB RAM

  • 2 weeks later...
Posted

+1

the real world is in my head

CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz

CPU Speed 2.40 GHz

RAM 3.5 GB

OS Microsoft Windows XP Professional (Build Service Pack 32600)

Video Card GeForce 8800 GT

Video Card Features-

*Video RAM 512.0 MB

Video RAM 256 MB 512.0 MB

Hardware T&L Yes

Pixel Shader version 3.0

Vertex Shader version 3.0

using:leadwerks2.3,2

[ dreamhead.png

Posted

Some comments in the shader code will also help experienced users understanding the shader faster/better/at all.

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

Posted

In LE3, there's just one .shader file you have to worry about, which will internally specify vert/frag/geom/tess shaders for OpenGL or DX.

 

The material properties will show how many textures should be used, and what they should do, and you will just drag textures onto the thumbnail.

 

I can probably add some shader-defined controls for uniform values.

My job is to make tools you love, with the features you want, and performance you can't live without.

  • 3 weeks later...

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