tkunze Posted September 18, 2010 Share Posted September 18, 2010 what i would like to see is a more detailed shader documentation. Currently i see the long list of shaders in the material editor but i am really lost and have no clue how to combine them and what information (e.g. number of texture, additional parameter) the shader needs to function properly. A simple grid showing the shader (see sample of another engine below) and the adjustable options does not sound like a lot of work and would help a lot. Shader documentation sample Quote Link to comment Share on other sites More sharing options...
Davaris Posted September 19, 2010 Share Posted September 19, 2010 I agree. A list of what frag file works with which vert file, would do a lot to help beginners. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
VeTaL Posted September 19, 2010 Share Posted September 19, 2010 He-he, 3dgamestudio ^^ Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
dreamhead Posted September 28, 2010 Share Posted September 28, 2010 +1 Quote the real world is in my head CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz CPU Speed 2.40 GHz RAM 3.5 GB OS Microsoft Windows XP Professional (Build Service Pack 32600) Video Card GeForce 8800 GT Video Card Features- *Video RAM 512.0 MB Video RAM 256 MB 512.0 MB Hardware T&L Yes Pixel Shader version 3.0 Vertex Shader version 3.0 using:leadwerks2.3,2 [ Link to comment Share on other sites More sharing options...
DaDonik Posted September 28, 2010 Share Posted September 28, 2010 Some comments in the shader code will also help experienced users understanding the shader faster/better/at all. Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
Josh Posted September 29, 2010 Share Posted September 29, 2010 In LE3, there's just one .shader file you have to worry about, which will internally specify vert/frag/geom/tess shaders for OpenGL or DX. The material properties will show how many textures should be used, and what they should do, and you will just drag textures onto the thumbnail. I can probably add some shader-defined controls for uniform values. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted October 15, 2010 Share Posted October 15, 2010 Thank you thank you for making this simpler!! Shaders are a bit daunting at the present and I'm hoping LE3 will make it much more straightforward to use. Quote Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted October 19, 2010 Share Posted October 19, 2010 +1 Quote Link to comment Share on other sites More sharing options...
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