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Re: A Shader GUI
[Re: msKEN]
#20766
12/08/03 03:26
12/08/03 03:26
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Joined: Nov 2003
Posts: 698 England, UK
Aaron_H
User
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User
Joined: Nov 2003
Posts: 698
England, UK
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You know if A6 supported DirectX 9, then would shaders created in RenderMonkey work without editing? If this is true then I'm going to be looking around for a DirectX 8.1 shader GUI . Would it work if I did that, and I could get it converted to the right file format...
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Re: A Shader GUI
[Re: Aaron_H]
#20767
12/08/03 04:32
12/08/03 04:32
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Joined: Nov 2003
Posts: 698 England, UK
Aaron_H
User
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User
Joined: Nov 2003
Posts: 698
England, UK
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How about this guys, it something I found... I don't know if it works or how reliable it is as I've not tried or tested it yet as I have little/no knowledge of shaders. Maybe a more advanced user could try it? ShaderStudio
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Re: A Shader GUI
[Re: Aaron_H]
#20768
12/08/03 11:24
12/08/03 11:24
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Joined: Jul 2002
Posts: 2,813 U.S.
Nadester
OP
Expert
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OP
Expert
Joined: Jul 2002
Posts: 2,813
U.S.
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I looked into Shaderstudio, and tried it. Its a great tool but unfortunately it is only a shader code editor + preview window, with some bonus features. So unless you already know shader programming, it’s of no use to you.
Also, regardless of the poll, I have decided to do the GUI in MSVC++ rather than 3DGS. Why? Because ultimately it would be much more useful+powerful that way. But I have just realized that I cannot complete this task all on my own. If I were going to put tons of my time into it, I would want it to be a helpful product. I am looking for any volunteers, as this is a volunteer project to benefit the community and help make the engine more powerful.
First I am looking for an experienced C++ programmer to do a lot of the core programming. They would need to be experienced in directX as well as shader programming. I am looking for another person to be in charge of creating a wide variety of shaders for the included shader library. This person will also be in charge of creating samples and templates for the editor. I will be in charge of directing the team, creating all needed graphics, design/layout, documentation, and assistant programming.
So far for the editor I am working off one of the DirectX 8.1 samples. What I currently have: A directX window, a .x mesh can be loaded. Texture+Animation are displayed. There is also a menu set up, though most of the options aren’t functional. I also have a couple of the dialogs done, although they for the most part are not functional either.
So if anyone can be of assistance, please step foreword. I as well as the rest of the community would appreciate it!
--Eric
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Re: A Shader GUI
[Re: Nadester]
#20773
12/10/03 05:57
12/10/03 05:57
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Anonymous
Unregistered
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Anonymous
Unregistered
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Hey Nadester, if you wait a couple of months, then there will be a features implemented in 3DGS. Quote:
New Engine Architecture (priority: medium) The engine will be split into a platform independent EXE module that contains the C-Script compiler, and a DLL part for renderer, sound and multiplayer. A defined DLL interface allows using the renderer from other programs or programming languages, like Visual Basic, as well as adapting 3rd party open source engines for GameStudio.
@All, if you want to use the shader editor which uses DX9, you will have to wait for the feature to be in 3DGS's Acknex engine:
Quote:
DirectX 9 Interface (priority: low) Offers new possibilities in combination with the latest 3D hardware generation, like a C-based shader language. However, requires manual installation of DirectX 9 on all target systems.
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