Per-object textures for s3o - Page 5

Per-object textures for s3o

Requests for features in the spring code.

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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Per-object textures for s3o

Post by rattle »

(not possible for a mod afaik).
I think I made a thread about mod side shader overrides, funny how everyone ignored it :P
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Per-object textures for s3o

Post by trepan »

rattle:
not everyone, else I wouldn't have made my suggestion ;-)
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Per-object textures for s3o

Post by lurker »

Okay. I think having non-glsl shaders should be considered necessary to call this complete and defect-free. On a semi-related note, would it be feasible to convert some of the lups shaders over to asm?
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Per-object textures for s3o

Post by jK »

Don't see a reason why glsl shaders shouldn't work.
You need a fallback solution no matter what (for intels etc.), so if the driver can't compile the shader it should use that.

and yes you can convert glsl to asm (with nvidia's cg-toolkit), but you can't be sure it works on all gfx, nor is it the best optimized code for all gfx (series8 supports some new cmds etc.).
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Per-object textures for s3o

Post by lurker »

Well, I have an ATI and an Intel with up-to-date drivers that I have not seen even trying to compile a single lua shader (yes they are enabled). If I'm remembering right, I think spring marks the relevant call as unavailable.
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