Thanks for the answers, hopefully, my next material system will be much better than a nasty combination of inheritance abuse and multitude of .fx files.
i've decided to bite the bullet and write my own shader language parser/translator.
it will also be used for parsing resource declarations (render targets, sampler,depth-stencil,rasterizer and blend states, state blocks and vertex formats)
and generating most of boilerplate code (especially D3D11-style verbose initialization stuff, description structs should be filled in automatically).
Designing efficient Material/Shader system
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement