Quake III Shader system ?
by Alienforce · in Torque Game Engine · 08/07/2006 (11:51 pm) · 2 replies
How can i accomplish a "shader" like the Quake III Shader system in TGE 1.4.
ex. For ingame animated computer screens, weapon, etc....
ex. For ingame animated computer screens, weapon, etc....
#2
The basic idea is that you have a class (the materials) which take care of setting up all sorts of render states (like textures) before rendering the geometry.
There's another way to get simple, scriptable animated materials: add new options to the materialMapping system, and make the TSMesh class use the new options before rendering (to get scrolling/rotating textures you'd modify the texture transform).
08/09/2006 (3:18 pm)
TSE's material system is the Torque-equivalent of the Quake III "shader" system and it's entirely possible to implement something similar in TGE (without the need for pixel shaders) if you're really willing to.The basic idea is that you have a class (the materials) which take care of setting up all sorts of render states (like textures) before rendering the geometry.
There's another way to get simple, scriptable animated materials: add new options to the materialMapping system, and make the TSMesh class use the new options before rendering (to get scrolling/rotating textures you'd modify the texture transform).
Associate Anthony Rosenbaum
This issue is specifically raised in the TSE forums also because it is a shader and would be more efficient to be done with the video card.