Light on Terrain

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10 comments, last by kauna 10 years, 11 months ago

Another problem is that the shader files are much easier to change than binary files, while in the fixed function, it's much harder to change the binary, so that could be a problem since others can easily modify the scene if I'm relaying on shader files by simply changing the shader files.

Well, it looks like you missed the train by, about, ....counting...., a decade.

These days, since you haven't noticed, you don't wow the crowd with some shaders, internet is full of, anyway.

You wow them with a content adhering to a unique art style and that is very expensive to produce.

In short, worrying that someone could "steal" your shaders is least of your worries. If anything, that would be flattering...

On the top of that, you could make the shader source harder to pick out by including them in your source as a string.

You could even obscure the string if you were really paranoid.

But you'd be shooting yourself in the foot. - A cracker gets what a cracker wants if it's available on the client at one moment or another.

You would be much better off just ignoring these things and focusing on making a good product. Or you can go all-in on DRM in all its splendor.

With regards to


So that means If I'm using Shaders, I can't use device->SetLight()?

I think that will be a problem, since I'm working on a Game Engine that should handle everything that the game need, that way I can't use a light class, I will have to write pixel shaders for lighting for each game, am I right?

That could make things much harder when it come to mission editor since I will have to write shaders instead of using lighting tools (In the mission editor).

What's your suggestions?

You can, by assembling the shader source in the code create the uniforms you'll be needing dynamically.

Keep in mind that there's still a limit of how much you can stuff in there.

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You may check here for a shader with similar capabilities as fixed function pipeline.

http://www2.ati.com/misc/samples/dx9/FixedFuncShader.pdf

Cheers!

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