Material files. Why?
by Mike Rowley · in Torque Game Engine Advanced · 11/21/2008 (4:24 pm) · 2 replies
This is a general question to find out the "why" part.
If I have an object, say a rock. It is textured with a single texture. In tgea, I have to write a material.cs file so torque can make a custom shader for it? (I'm asking becouse I'm not quite sure) Why doesn't tgea just show the texture the same way tge does? If I have an object with a shader or normal map, I can understand the reason for the cs file.
Also, Michael, would you PLEASE, write a better explination of how to attach a shader to an object in the docs? Thanks.
If I have an object, say a rock. It is textured with a single texture. In tgea, I have to write a material.cs file so torque can make a custom shader for it? (I'm asking becouse I'm not quite sure) Why doesn't tgea just show the texture the same way tge does? If I have an object with a shader or normal map, I can understand the reason for the cs file.
Also, Michael, would you PLEASE, write a better explination of how to attach a shader to an object in the docs? Thanks.
#2
You can use the procedural shading as told.
11/22/2008 (8:45 am)
It is called custom shader the reason you need to write it.You can use the procedural shading as told.
Torque 3D Owner Matt Kronyak
RealmSource LLC