Designing efficient Material/Shader system

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9 comments, last by Anfaenger 11 years, 8 months ago
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).

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