3D Features, Shader/Materials
- Bananenfreak
- Enthusiast
- Posts: 519
- Joined: Mon Apr 15, 2013 12:22 pm
Re: 3D Features, Shader/Materials
What is a better Support for Materials?! Could you explain that please?
Re: 3D Features, Shader/Materials
This is just my two cents worth, Alexi. So, don't take it personally.
I think adding simple shader/compositor examples wouldn't be a bad idea.
What your asking for is a bit too much in my opinion. I think adding higher level shaders would cause more problems then solve.
There are a lot of issues that can arise. I could see a lot of people giving grieve over why they aren't working right or giving the proper effects.
Shaders can be tough to deal with because of the variations of certain graphic cards. I'm looking at you Ati.
You also have to make sure they are compatible with Opengl and DirectX otherwise you would get complainants about them not being cross-platform.
I think it would be more worthwhile for a person to buy a book on shaders. Then if needed come here or go to the Ogre forums for help.
As for the Boolean Subtraction. I think that should remain a feature for modeling software. Purebasic itself isn't a modeling software.
If you would like that feature I'm sure you could use PureBasic to write the necessary code.
I just wanted to say what I thought about this. In the end it's up to Fred and team to decide.
I think adding simple shader/compositor examples wouldn't be a bad idea.
What your asking for is a bit too much in my opinion. I think adding higher level shaders would cause more problems then solve.
There are a lot of issues that can arise. I could see a lot of people giving grieve over why they aren't working right or giving the proper effects.
Shaders can be tough to deal with because of the variations of certain graphic cards. I'm looking at you Ati.

You also have to make sure they are compatible with Opengl and DirectX otherwise you would get complainants about them not being cross-platform.
I think it would be more worthwhile for a person to buy a book on shaders. Then if needed come here or go to the Ogre forums for help.
As for the Boolean Subtraction. I think that should remain a feature for modeling software. Purebasic itself isn't a modeling software.
If you would like that feature I'm sure you could use PureBasic to write the necessary code.
I just wanted to say what I thought about this. In the end it's up to Fred and team to decide.
Re: 3D Features, Shader/Materials
Remember, PB-OGRE is a 3D framework not a complete game engine (and given it's current direction will never be). Thus if you want boolean subtraction or a particular shader effect you will need to code it yourself. Current command set is extensive enough to support everything you mentioned above. Game programming, especially in 3D, is never easy and requires a lot of research (physics, geometry etc.).Alexi wrote:I would like to see a better support for Materials and more common basics included. Especially like a adjustable general* toon shader with contour-/outlines which is an important general Element for some Concepts.
Just some Suggestions:
Meta-Ball/Vertex Shader (could be used for a huge bunch of Effects)
Inverse-Kinematics for Bone manipulation (e.g to fit foots to Ground, procedural Animations at runtime)
Boolean Subtraction** (high-level Feature, to subtract a Mesh from another to create a Hole for Example)
* tooning the hole Scenery for an authentic effect. Maybe simply a compositor?
** This is a really powerful modelling Feature. I think it's used for "The Sims" to create doors and windows at runtime.
Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)