Jump to content
  • Advertisement
Sign in to follow this  


This topic is 798 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey guys and gals, I wanted to ask a question about how you handle multiple vertex formats. I am currently working on my material editor. A material is capable of being used for many different geometry types, i.e static mesh/skinnedmesh/particles/etc. Each one of these geometry types has a separate shader file that provides certain global functions, such as "VertexLayout_GetWorldPosition" which gets the world position based on the given vertex layout and for each geometry type that the material supports, a permutation is generated. As of right now I have a base class called "CVertexLayout" , This class is responsible for managing the vertex declaration, and binding the vertex buffers to the commandlist pipeline. This class also keeps certain information such as; if the vertex layout has a permutation for instancing, or position only , i.e for shadow/depth-prepass techniques. Each of these vertex layouts has a corresponding "EMaterialVertexLayout" enum , such as MVL_StaticMesh, this enum is used to look up the correct shader permutations. As of right now it works fairly well, but I want a somewhat cleaner approach.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!