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Pushing Forward

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noaktree

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Doing a major update (notation change, recommenting, etc) this late in a project can take some time - but hey this is actually my 4th rebuild of the entire engine so I'm kind of used to it. I managed to finish reworking the model classes today. Also I did work a little on the material editor and tweaked subset selection capabilities (point and click and list selection) as well as selection visualization. It's not much, but it sure felt good to be working on it again.

Here is a screen of the editor. It shows the Yoda model with chest, head, hands, and feet subsets selected. Kind of looks like he's wearing rain gear. [smile]

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Punky yoda! :)

Anyway, I had a look to your site. The way you implemented material selection (choose the shader if the GPU can handle it, or choose the non-shader version) reminds me of the material thread with Yann L (check here). It contains very interesting bits of informations - and I beleive is even more flexible than your system (which is still rather good).

Regards,

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Quote:
Yoda has never looked so fashionable
I know. I feel like I should give him an umbrella. [smile]
Quote:
The way you implemented material selection (choose the shader if the GPU can handle it, or choose the non-shader version) reminds me of the material thread with Yann L.
Thanks for the thread. It was an interesting read. For my purposes however I believe that I will stick with my design. And btw at load time the best shader from a list of acceptable shaders is chosen for a subset - else choose the non shader version - else use default material. These shaders could be compiled into a dll to add a type of plugin support mentioned in the thread. This really goes beyond the scope of what I am trying to do here since I am really just making a toolset for developing engines. I did think of a much better idea for resource management while reading over the thread though. [smile]

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