[MED] Shaderviewer

Posted By: Dark_samurai

[MED] Shaderviewer - 10/09/10 16:10

Hi!

It would be great to have something like the engine preview button in MED, but instead of the default engine window, the model is opened in the shader viewer.

Thanks!
Posted By: Quad

Re: [MED] Shaderviewer - 10/09/10 16:45

viewer.c runs when you go to file->engine preview.

you can do all sorts of stuff there, just make sure you back them so it does not get over-written when you update gs.
Posted By: Nidhogg

Re: [MED] Shaderviewer - 10/09/10 21:00

That's handy to know, Thanks Quadraxas.
Posted By: Dark_samurai

Re: [MED] Shaderviewer - 10/09/10 21:09

Ok, so I would have to edit the viewer.c file. It would be better if we could select in MED which file we want to run.
Posted By: Nidhogg

Re: [MED] Shaderviewer - 10/09/10 21:12

Maybe in viewer.c you can do a select type panel for what you'd like to use/run.
Posted By: Quad

Re: [MED] Shaderviewer - 10/09/10 21:25

or use naming convention like
S: Specular
N: Normal

the name your files like
S_carpet.mdl
SN_pistol.mdl
N_crate.mdl

then read this name in viewer.c
also as far as i know you can add menu items to wed/med by creating a plugin using the plugin sdk. it should not be hard to add different, even configurable run options.
Posted By: Dark_samurai

Re: [MED] Shaderviewer - 10/10/10 12:26

Yes of course there would be a lot of "workarounds" to do that but I think it's easy to implement and useful. So why shouldn't this be implemented in MED by default?!
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