Even the most basic custom unit shaders are very expensive - Page 2

Even the most basic custom unit shaders are very expensive

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Even the most basic custom unit shaders are very expensive

Post by Beherith »

Where should I specify the simframe location in my shader definitions?
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: Even the most basic custom unit shaders are very expensive

Post by hokomoko »

You want to add it in the framework here:
http://imolarpg.dyndns.org/trac/balates ... s.lua#L181

and here:
http://imolarpg.dyndns.org/trac/balates ... s.lua#L200

and it will be automatically loaded if your shader contains the uniform with that name.
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: Even the most basic custom unit shaders are very expensive

Post by hokomoko »

attached a sample of how to use simFrame on wobbling trees,
sorry for the whitespace changes :?
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