Open GoogleCodeExporter opened 9 years ago
This kind of functionality is already possible although you must use Ogre
directly. The current GLSL system in blender is indeed not trivial to port,
specially given the fact that ideally it should work with Direct3D. Once this
feature is in Blender I think it will be much more simple/flexible/optimized
and also easier to load into Gamekit and pass to the render engine.
Original comment by xavier.thomas.1980@gmail.com
on 23 Nov 2010 at 9:57
Hi, can you give a few hints as to how to apply a shader in the OgreKit? And
yes, a lot of Blender's material shader is designed to mimic the renderer, and
not for maximum speed.
Original comment by mike.c.pan
on 23 Nov 2010 at 10:03
You will have to load a material from a Ogre script. There is plenty of doc
regarding this on the Ogre wiki. The runtime demo blend file (momo_ogre.blend)
use such a script (CustomMat.material text block in Blender's text editor) for
the ground and world materials.
Have fun.
Original comment by xavier.thomas.1980@gmail.com
on 23 Nov 2010 at 10:54
Xavier, even if the data is not (yet) stored in official Blender files the API
could come handy (a Lua binding for that). One thing I have no idea about is if
GLSL and HSLS handle uniforms differently.
Original comment by dfeli...@gmail.com
on 23 Nov 2010 at 10:55
Thanks for the embedded shader update and sample! I'll test it out soon. Take
care. ike
Original comment by somedolp...@gmail.com
on 24 Nov 2010 at 12:34
Original issue reported on code.google.com by
dfeli...@gmail.com
on 23 Nov 2010 at 8:49