Vertex shader in TGE?
by John Parker · in Torque Game Engine · 12/04/2005 (12:47 pm) · 5 replies
I'm totally new to Torque and haven't read any of the documentation. I'd like to read it but I'm not a programmer on our project and I don't have the time. I hope that someone can indulge me and answer this fairly simple question: If TGE has no support for vertex shaders, how possible would it be to hack in one simple vertex shader?
Unfortunately TSE isn't an option. As I understand it Torque has an OpenGL rendersystem and a DirectX rendersystem, so it seems to me that a decent way to approach this would be to decide which one renderer the game will use and then expose whatever is neccesary to do a vertex shader.
Any thoughts or ideas?
Unfortunately TSE isn't an option. As I understand it Torque has an OpenGL rendersystem and a DirectX rendersystem, so it seems to me that a decent way to approach this would be to decide which one renderer the game will use and then expose whatever is neccesary to do a vertex shader.
Any thoughts or ideas?
#2
Edit: And to save you some time. Yes TSE production will have OpenGL support. The EA currently does not have it implemented at this time.
12/04/2005 (12:50 pm)
Why is TSE "Not an option"??Edit: And to save you some time. Yes TSE production will have OpenGL support. The EA currently does not have it implemented at this time.
#3
As for the question of skill and dedication, assume that -if- an attempt to get a vertex shader into the engine was it would be by a programmer who is fairly experienced with Torque and is being paid to do it. With those conditions can anyone suggest at least what the scale of the effort might be? Like massive, major, minor, trivial sort of thing.
Thanks for the information, guys.
12/04/2005 (12:57 pm)
Not an option because of the amount of work that has gone into the product using TGE. It's in no way a decision of mine, but I suspect that even if porting to TSE was fairly painless it wouldn't happen (unless perhaps old machines would gain a performance boost for some reason).As for the question of skill and dedication, assume that -if- an attempt to get a vertex shader into the engine was it would be by a programmer who is fairly experienced with Torque and is being paid to do it. With those conditions can anyone suggest at least what the scale of the effort might be? Like massive, major, minor, trivial sort of thing.
Thanks for the information, guys.
#5
12/04/2005 (1:11 pm)
Awesome, thanks a lot.
Torque Owner Chris Byars
Ion Productions