MacOS SpringRTS OSX Build - Page 8

MacOS SpringRTS OSX Build

Discuss everything related to compiling and running Spring on Mac OS X.

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PicassoCT
Journeywar Developer & Mapper
Posts: 9834
Joined: 24 Jan 2006, 21:12
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Re: MacOS SpringRTS OSX Build

Postby PicassoCT » 15 Feb 2018, 23:09

The whole new GL we are getting has something of christmas.

Everyone is waiting for Santa Kloot.

Imagine: Shader on the map- without loosing the base shader framework.
All of shadertoys toys available- at near drag and drop.
This will be awesome.
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MaDDoX
Posts: 44
Joined: 08 Jan 2006, 17:45
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Re: MacOS SpringRTS OSX Build

Postby MaDDoX » 11 Apr 2018, 00:35

Hey Picasso, if you got any say on this, please try and make PBR (Physically based rendering) shaders possible in Spring. Like this, in ShaderToy:
https://www.shadertoy.com/view/4sSfzK

That's what all high-end engines and professional art pipelines use and it makes a world of difference in terms of quality for both units and terrain. I've talked to Gajop about this extensively - even sent him some high end textured units for a game I'm working on, for Spring - but he told me that currently there was still some missing functionality in the engine for that to work.
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gajop
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Joined: 05 Aug 2009, 20:42
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Re: MacOS SpringRTS OSX Build

Postby gajop » 11 Apr 2018, 02:15

gajop was (is) unfortunately too busy too work on it until the engine updates to new opengl
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