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    Shaders managing Hi. Currently i'm writing my first 3D engine based on DirectX 11 and i have some question: my engine loads to memory .obj models and extracted material structures from .mtl material libraries which are exported from 3DS Max. The name of each material from .mtl is set up in Material Editor in 3DS Max, and it looks like "shaderName__textureName". The part before "__" contains the shader's name. I use it to find shader in Shaders Table class (this class has vector of shaders) and set it via device context. The part after "__" contains texture, which i select while rendering via device context. I think it is horrible organization and i'd like to find out another better one. Can i make shaders in such programs like 3DS Max? If yes, how could i link some shader to material in .mtl? If no, couldn't you advice me how to organize shaders to materials linking in better way? Thank you for replies. https://ift.tt/eA8V8J

    Hi. Currently i'm writing my first 3D engine based on DirectX 11 and i have some question: my engine loads to memory .obj models and extracted material structures from .mtl material libraries which are exported from 3DS Max. The name of each material from .mtl is set up in Material Editor in 3DS Max, and it looks like "shaderName__textureName". The part before "__" contains the shader's name. I use it to find shader in Shaders Table class (this class has vector of shaders) and set it via device context. The part after "__" contains texture, which i select while rendering via device context. I think it is horrible organization and i'd like to find out another better one. Can i make shaders in such programs like 3DS Max? If yes, how could i link some shader to material in .mtl? If no, couldn't you advice me how to organize shaders to materials linking in better way? Thank you for replies.

    from GameDev.net http://bit.ly/2VSMljh

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