ksubox
Member
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EE 2.0 Shader usage
Hello,
I use EE 1.0 with shaders code without any problem, but probably it's getting time to move to EE 2.0 (even I'm still afraid of new editor .
So I downloaded EE 2.0 and start in demo mode. But didn't find shader samples. I downloaded shader includes and tried to use old shader samples, but without any success.
1. I didn't find material_user_shader.enum.h, but just substituted by old enumeration from EE 1.0
2. But when I start application I get Error Can't load Shader "Main"
Can somebody explain how to test custom shaders with EE 2.0 ?
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12-26-2013 09:21 AM |
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Esenthel
Administrator
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12-26-2013 09:47 AM |
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tvsori
Member
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RE: EE 2.0 Shader usage
Exactly I tried to follow this thread, but failed, because can't understand exactly where and what to put.
I exported 1 Basic App and then can't find data folder or anything similar. Structure of EE 2.0 is to different from EE 1.0. So I stuck with folders to place :(
Can somebody upload simplest working example of user shader ?
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12-26-2013 11:36 AM |
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Esenthel
Administrator
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12-26-2013 11:47 AM |
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ksubox
Member
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RE: EE 2.0 Shader usage
Thank you, Esenthel. Finally I got it worked.
New style of EE 2.0 made me confused, but I feel it's well designed.
I have couple of questions:
1. If I want to distribute application with ShaderCompile(... function (runtime shader generation) do I need somhow include Cg.framework from Bin folder or you will it include in package ? Of course I understand not all platforms support runtime shader creation.
2. I read you are going to make shader editor. It's perfect. Just I hope you will not make "visual only" environment. I would like to have access to C source of shaders.
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12-27-2013 04:42 AM |
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Esenthel
Administrator
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RE: EE 2.0 Shader usage
1. For Mac/Linux yes you need to distribute Cg framework as it's responsible for compiling OpenGL shaders.
2. It won't be visual, but by typing code, however it will be very simple to use.
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12-27-2013 06:38 AM |
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