Otherwise it has went from scripting interpreter of some sort kinda directly to where's the data is so by my knowledge just somewhere where it collides less as possible. The script data is uncompiled in data files. Vague memory that there was set order for compiler reasons or something. Haven't really went into following scripting lines thoroughtly but would say somewhere in general parts. I will be able to show the code at evening, if it will be interesting for somebody.Īlso I want to discuss something about graphics, but I definitely must to do it in another thread Shader manager is a more or less internal object, so it seems I should to add special method, "reloadShaders", into the World interface. Where to take own operand ID (I was just find first free ID, more or less same as another IDs, but I'm not sure is it good to take it at my own)Īnd something about architecture. Now it is working, but I'm not sure is it useful for community.Ĭould somebody tell me, please, is it a good idea to extend the command list? So, I was implement new command at my project branch, " reloadshaders". My primary area of interests is a computer graphics, so I want to play a bit (at least play, but what I really want to do in a perspective is to implement some advanced graphics features, like HDR, deferred shading, physically-based lighting) with renderer, and I need to dynamically reload a shaders to tune it up without game restart, because full game reloading is not an option, it's more or less long process at debug mode. I'm new here, and it seems my first question will be right about implementing new console commands.
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