On 19.06.2006 18:23, Piotr Obrzut wrote: > Hi David, > > Monday, June 19, 2006, 6:03:40 PM, you wrote: > >> My (completely uneducated) guess is that "step" means one step in the >> rendering process. (first step would probably be rendering the sky, >> then second step would be world geometry, then alpha maps... or >> something along those lines) "defaultshader" seems to be the shader >> that is used on _all_ geometry, unless the material for that geometry >> specifies a different shader. Not sure about the rest... > > yeah, my guess was similar (though I thought he step could be also > valid for every object), but I'm curious why renderloop still > override specific material setting (for example with shadowed render > loop, terrain and my water shader stops working).
There are two things: - every step usually uses a shader of a "shader type"; to a material, you can attach multiple shaders of different types. - to avoid having attaching the same shaders to all materials over and over, you can specify a "default shader" that is uses when a material does not have a shader for some type attached. So when you pick the shadowed loop, it may well happen that instead of your "usual" water and terrain shader, the default shader for certain steps is used, which may not quite work as intended. You need to know a render a loop a bit to use it correctly; for example, the shadowed loop first renders an "ambient" pass, without a light active, and then multiple "diffuse" passes for the different lights. For your water, you perhaps want to render it once, unaffected by light; a suitable step would be the "ambient" one, so you attach your water shader to the water material's "ambient" type. To prevent it rendering during "diffuse" passes, attach the shader "*null" to the "diffuse" type. -f.r.
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