Page 8 of 8
Re: MacOS SpringRTS OSX Build
Posted: 15 Feb 2018, 23:09
by PicassoCT
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.
Re: MacOS SpringRTS OSX Build
Posted: 11 Apr 2018, 00:35
by MaDDoX
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.
Re: MacOS SpringRTS OSX Build
Posted: 11 Apr 2018, 02:15
by gajop
gajop was (is) unfortunately too busy too work on it until the engine updates to new opengl