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RenderPassMgrs, Singletons, PostFX script objects. Since when?

by Sean H. · in Torque 3D Beginner · 03/26/2010 (1:56 am) · 4 replies

I've recently noticed the emergence of some new script objects and preliminary rendering set up code.

RenderPassMgrs still elude me. I assume a Singleton is an alias for "new"(what's the difference?), and it looks like PostEffect() is used for setting up a post effect in script only.

As far as RenderPassMgrs go, although I'm happy to see more of the rendering code exposed to script, I have to ask what's the point here? Is there some advantage to not setting up all the renderpassmgrs? are they all requred? if so, why bother exposing them to the script? lastly, is it possible or useful to create our own renderpassmgr objects?

Does this mean the entire interface for creating a post effect has been exposed to script, allowing us full control for creating our own post effects? Are there any limitations to whats exposed to script for creating post effects?

I'm really digging this. You don't realize what alls been changed in torque until you really start digging around and find things like this.

#1
03/26/2010 (9:39 am)
Hey Sean,

We are working really hard on docs right now and you should see a blog today discussing some of the progress we have made. That being said here are some things in the current documentation which answers some of the questions you are having:

Singletons

Render management

Render manager example

#2
03/26/2010 (9:54 pm)
Thanks for the response Derek. I saw the blog and I've heard about the progress of T3D documentation which is very good news, but I'd still like to get an answer to some of my questions.

I've seen the documentation you have referenced there before but it doesn't really address my questions.

At the very least, I'd like an answer to my question about post effects. Can the script-based system in place now for post effects be used to create our own custom post effects?
#3
03/27/2010 (9:49 am)
Quote: Is there some advantage to not setting up all the renderpassmgrs?
No

Quote:are they all requred?
Yes, that's why I documented them

Quote:if so, why bother exposing them to the script?
The way the new rendering system works is that it allows you to set up new render passes beyond what stock has

Quote:lastly, is it possible or useful to create our own renderpassmgr objects?
Yes

Quote:Does this mean the entire interface for creating a post effect has been exposed to script, allowing us full control for creating our own post effects? Are there any limitations to whats exposed to script for creating post effects?
Certain ones would require C++ changes, but it's specific to what you would implement. More details to follow with the new script documentation.
#4
03/27/2010 (12:33 pm)
Quote:if so, why bother exposing them to the script?
Because Toruqe is undergoing a transition from a heavily C++ engine to an engine that is alot more script friendly. By moving the initialization of the render binning system to script its another step towards being able to extend the engine without making changes to the C++ core.

Quote:allowing us full control for creating our own post effects?
Most of the existing PostEffects in the engine are purely written in script and HLSL without C++ changes. As Mitch said... it depends on the effect your looking to implement.