Hi Christoph,

On 10/19/2011 04:32 AM, "Christoph Fünfzig" wrote:
> Hi all,
>
> thanks for the comments .. it helps a lot to get model generation planned :)
>
> I am currently exploring the Collada path and CgFX, thanks David.
> But as model generation is a work-intensive part of the project,
> I would prefer a plugin which can serve as a scene assembler.
>
> We plan to start out a bit more simple using several files.
> So we have a bit more time for refining content generation (Feb 2012)
> in terms of modeling and shaders.

In our experience we found it easier to manage shaders and models separately, 
as 
the shaders that work in the runtime don't necessarily work in the modeler 
anyway (e.g. no shadow maps). Most modelers are not really shader writers, so 
if 
they know how to do shaders at all, they use a small number of them.

In our current system we just use the modeling system to create the geometry 
and 
texture coordinates and assign a diffuse/specular/normal texture, and the 
shader 
is added later based on a regex match with the model name when it is loaded 
into 
the runtime.

This works well if you don't have a lot of different shaders, but rather a lot 
of different models with the same structure.

My $.02

        Dirk

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