The trouble with real-time shaders - part II

February 3rd, 2008

Lack of standards.

You have the following shading languages:

  1. Cg/HLSL
  2. GLSL
  3. MetaSL
  4. Sh

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.)

  1. CgFX
  2. HLSL FX
  3. COLLADA FX
  4. OGRE .materials
  5. Unreal/Source materials
  6. 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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