Hi,
On Wed, 2013-02-06 at 10:30 -0600, Carsten Neumann wrote: > Hello Johannes, > > On 02/05/2013 06:13 AM, Johannes Brunen wrote: > > I'm curious about the VariantMaterial. I could not find documentation or > > 2. How to use it properly? > > basically you just put a couple of materials in with: > VariantMaterial::addMaterial(PrimeMaterial * const materialP, > MaterialMapKey key = 0); > and a fallback with: > VariantMaterial::setFallbackMaterial(PrimeMaterial * const value); > > Of course the real question is how to generate meaningful > MaterialMapKeys so that the material selection based on RenderProperties > works. Unfortunately I don't know that part, sorry. It is the incomplete beginning of doing more complicated rendering algorithms. Usually the RenderProperties are meant to be set for the action by the corresponding stage. For example we are currently finishing an SSAO and LPV stage for better lighting. As both of them are deferred shading algorithms the primary rendering has to produce the buffers required by the post processing. So the stage sets the action RenderProperties do indicate that the rendering should create the deferred buffers. Of course the material currently have to be manually setup to support this. To some extend I hope to automate this later on. kind regards gerrit ------------------------------------------------------------------------------ Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users