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[ Picked text/plain from multipart/alternative ]
Source already supports multi-pass shaders - what do you think Bloom is?
Also, the instruction limit in shaders is a shader model limit, not a Source
limit. Shader Model 2 only supports 64 instructions (2.0b, 3.0 support 512,
and 4.0 is unlimited).
As for the shader changing, its hard to write a system flexible enough to
allow simple, on-the-fly shader changes, especially one that uses lightmaps
like Source. I'd rather the material system was totally re-worked, the
shaders re-written to be less crap, easier setup for multipass shaders and
render targets, an easier way to pass variables to shaders from the client
and server DLLs, and shader debugging. I don't think any of that would
happen.

On 9/11/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> You have no idea how much easier my life would be with a SOLID_OBB on
> Source =[
>
> But oh well, if I'm still developing on Source when Episode 2 comes out, I
> plan to jump off something anyways :p [ Not that it's that bad, mind you,
> but four years has been long enough :D ]
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > There hasn't been much talk about what updates we'll be receiving to the
> > SDK
> > for Episode 2.   I was hoping you guys at Valve would enlighten us a bit
> > on
> > what to expect.  The only things I've heard are from the Ep 2 video that
> > was
> > shown, regarding the new technologies put in, like the cinematic
> physics,
> > enhanced foliage rendering and better expansive outdoor rendering.
> >
> > It'd be great to have a heads up on what we'll be receiving.  It's not
> > very
> > fun to just throw us these new updates, and have us figure out whats
> new.
> > Updates I'm hoping for is some enhancement with the Physics system to
> > allow
> > for better network predicting.  Shaders to allow multiple passes, or
> > dynamically change a shader for one model without having to switch skins
> > of
> > the models, and an increase on the limit of 64 instructions for the .fxc
> > shaders.
> >
> > I've also been trying to implement my own physics, however its a bit
> hard
> > to
> > do with the standard line and ray traces we have.  I know we won't be
> > receiving SOLID_OBB or anything of that sorts, but this engine is
> suppose
> > to
> > be top of the line, and it is still using only AABB.
> >
> > I'm sure there is more things others have been hoping for, shedding some
> > light on us would be much appreciated!
> >
> > Thanks.
> > -Joel
> > --
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
>
> _______________________________________________
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>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
--

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