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Disable/skip rendering stage for certain materials http://www.horde3d.org/forums/viewtopic.php?f=2&t=650 |
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Author: | jimbo [ 18.02.2009, 11:47 ] |
Post subject: | Disable/skip rendering stage for certain materials |
Is is possible to disable/skip a rendering stage for a material (new shader model)? For example I have a skydome for which I can use the model.shader, but I don't need lighting and shadowmap passes for this model. |
Author: | swiftcoder [ 18.02.2009, 13:10 ] |
Post subject: | Re: Disable/skip rendering stage for certain materials |
jimbo wrote: Is is possible to disable/skip a rendering stage for a material (new shader model)? Just don't include the stages that you don't need, and they won't be rendered. This is how you partition materials into the various stages.
For example I have a skydome for which I can use the model.shader, but I don't need lighting and shadowmap passes for this model. |
Author: | jimbo [ 18.02.2009, 13:24 ] |
Post subject: | Re: Disable/skip rendering stage for certain materials |
Yes, but do I need to make a new shader file for that, or can I use the new ubershader system for that? |
Author: | DarkAngel [ 18.02.2009, 13:54 ] |
Post subject: | Re: Disable/skip rendering stage for certain materials |
Yes you should probably make a new shader resource. However, in an ubershader system, most of the work is done in the shader-code resources. So when you make a copy of a shader, both the new and the original shader import the same shader-code resources. |
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