On 16.04.2007 08:06, Sebastien Marchal wrote: > Hie once more ... > >>> The shader variable can be accessed through the iMaterial interface >>> >> >> The text doesn't explicitly states that materials are the only container >> for shader vars; but it doesn't say the opposite either :) Perhaps >> mention at some point that other places for SVs exists. (Such as mesh >> wrappers ... which would be useful for your highlighting case: use the >> same material for all meshes, and just set/unset the highlight color *on >> the mesh*.) >> > I am modifying the tutorial to use a mesh shader variable. Much more > logical. But then, > contrary to what happend with materials, the mesh shader variable is > never used if my shader include a shader variable. > Is it the expected behavior ? (Crystal 1.0)
This issue follows from the order in which SV contexts are used (see http://crystalspace3d.org/docs/online/manual/Shader-System-Overview.html#9): SVs provided in the shader have higher precedence than SVs provided by the mesh! We're aware that this order is rather suboptimal and that the shader SVs should have a much lower precedence - but we didn't get around to change that yet. Most likely this will be changed with the render manager - however that itself still only exists in the shape of ideas in heads. The best thing I can offer you is to provide defaults by using shader conditionals, as you already mentioned that approach in your tutorial. -f.r.
signature.asc
Description: OpenPGP digital signature
------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/
_______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
