-- [ 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 > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

