Wintermute Engine Forum
Wintermute Engine => Feature requests, suggestions => Topic started by: FogGobbler on December 10, 2007, 04:39:18 PM
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Hi!
Any chance that you will integrate HLSL and /or Per-Pixel lighting sometime?
Many greetings,
Oli
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Yes.
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Wow! ::thumbup That´s more than great!
Cheers, ::beer
Oli
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In any case, it will be only supported by the Direct3D 9 mutation of the engine.
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Yes, but that doesn´t really matter :-)
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This HLSL shaders thing is something hard to learn?
when/if implemented, will be compatible with programs like FX composer? http://developer.nvidia.com/object/fx_composer_home.html (http://developer.nvidia.com/object/fx_composer_home.html)
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HLSL can be very complicated and require deep knoladge of coding.. they are basically procedural textures to put on your models.... say to make the ground look like grass, or to make the eyes of a charicter glow green and emit a green smoke trail as you move about.
For non programming types you can find a variety of apps that allow you to visually build your shader so you need little programming knowledge. If you use max there is a nice HLSL shader builder called "shaderFX" that also uses direct X to draw the shader directly in the viewport for testing.
http://www.lumonix.net/
No idea how these will all be transfered to WME... not sure if the .X panda export will do it or not.. you will have to wait for mnemonic to do his magic and let us know.
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This HLSL shaders thing is something hard to learn?
As Jyujinkai said, it is quite complicated, because it's a whole new world to explore and a whole new programming language.
when/if implemented, will be compatible with programs like FX composer? http://developer.nvidia.com/object/fx_composer_home.html (http://developer.nvidia.com/object/fx_composer_home.html)
Yes and no. Some of the effect files generated by FX Composer will work, some won't, depending on what features they'll be using.
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Are you sure you want to support HLSL? If yes, don't mention this in the features list ... or It will surely boost the count of "how to" support questions in this forum ... the ones that could be rudely answered RTFM ... ;-)
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@mnemonic
Any updates on this HLSL shader stuff? Is it anywhere near release or anything?
Also if this dose get integrated into WME, dose that mean Bump and Normal mapping etc etc will be supported?
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Any updates on this HLSL shader stuff? Is it anywhere near release or anything?
Nope.
Also if this dose get integrated into WME, dose that mean Bump and Normal mapping etc etc will be supported?
That's the plan, yes.
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Any updates on this HLSL shader stuff? Is it anywhere near release or anything?
Nope.
Um.. any more detail? Is this something we should expect to happen sometime soon... like say um.. in the next 5 months or so?? Or is this a "Nope... well i might get to it once day.. but i have no plans to do it soon. look for it in 2010 somtime."
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I bet the answer will be - When it's doneTM ;)
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lol I like the trademark on there Meta!!
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But you /will/ stick to 3,5D, won't you? Please, don't go for a /complete 3d/ engine!
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But you /will/ stick to 3,5D, won't you? Please, don't go for a /complete 3d/ engine!
Even if that happens in the next 665 years the plan is to keep the same functionality for 2.5D adventures.
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Well, if you consider time as the 4th dimension ;D ...
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Why did I write 3,5d? ... doh ...