The trouble with real-time shaders - part II
February 3rd, 2008
Lack of standards.
You have the following shading languages:
But those are NOT useful on their own - you need a shader wrapper to describe passes + render settings which adds to the complexity to using shaders. Shaders need certain parameters passed from the graphics engine like the model-view-projection matrix and custom values (shininess, diffuse colour, specular colour, etc.)
- CgFX
- HLSL FX
- COLLADA FX
- OGRE .materials
- Unreal/Source materials
- etc.
It’s getting ridiculous. In the offline world it was RenderMan SL and RIB files… you had some random spin offs like VEX + Houdini and Mental Ray, but nothing as important as RenderMan.
Entry Filed under: Game Development
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