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Re: Per-object textures for s3o

Posted: 15 Jun 2008, 14:35
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

Re: Per-object textures for s3o

Posted: 15 Jun 2008, 19:24
by trepan
rattle:
not everyone, else I wouldn't have made my suggestion ;-)

Re: Per-object textures for s3o

Posted: 18 Jun 2008, 09:36
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?

Re: Per-object textures for s3o

Posted: 18 Jun 2008, 09:48
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.).

Re: Per-object textures for s3o

Posted: 19 Jun 2008, 13:42
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.