Shaders
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AFAIK, that's the best way to control any type of shading - with a mask. It's far and away the most powerful way to control such things. Controlling by polygon would be kind of ridiculous, and I'm not sure what other grouping methods Spring has that would allow a better application. I know that in Supcom for example, the glow effect on their units is controlled with a mask.KDR_11k wrote:If you want those please implement a proper material system first so we can put the shaders onto what actually needs them instead of having them apply to the whole model and masking them with a texture as it is now.
Masks give you the finest level of control possible right now - per pixel. As long as you can deal with UV unwrapping, it's golden.
Yes but masks mean the shader has to be rendered for the entire unit and then masked. That is VERY inefficient (especially since it means multiple passes per texture even if the shader isn't used by the unit at all and might even hit incompatibilities). Never mind that it'd force us to add a mask every time a new material property comes out.
grumble, a proper material system does not mean per-poly materials.
IMO, Material systems are great and all, but in the current state of the engine I prefer just putting in normal map support in a relatively fixed way.
Ofcourse that would come after abstraction of the model rendering, so if anyone wants to implement a fancy material system they could still do that.
To answer the original question, neither are supported. The current specular highlight on units is rendered slightly unconventional, I don't know why.
I'm making some progress towards abstracting unit animation and rendering, and after that more model formats can be supported, and we can see what to do about normal/specular maps.
IMO, Material systems are great and all, but in the current state of the engine I prefer just putting in normal map support in a relatively fixed way.
Ofcourse that would come after abstraction of the model rendering, so if anyone wants to implement a fancy material system they could still do that.
To answer the original question, neither are supported. The current specular highlight on units is rendered slightly unconventional, I don't know why.
I'm making some progress towards abstracting unit animation and rendering, and after that more model formats can be supported, and we can see what to do about normal/specular maps.