Torque Shader Engine
by James T. Boylan · in Torque Game Engine · 11/16/2006 (1:13 pm) · 34 replies
I have a relatively quick question. TSE is looking rather impressive but I haven't been able to find any specific infomation on this. Is it the expectation to have TSE available for all platforms like TGE is? This is something that I was extremely curious about.
Thanks for the time on the response.
Thanks for the time on the response.
#22
Thats a point I've tried to make several times. It doesn't matter how 'nice' HLSL is. it doesn't work for Linux making it useless and completely off topic to what we were discussing. CG may not be the best solution, but it is one of the few options available to someone developing in Linux at the moment.
11/17/2006 (2:45 pm)
Exactly Gary. Thats a point I've tried to make several times. It doesn't matter how 'nice' HLSL is. it doesn't work for Linux making it useless and completely off topic to what we were discussing. CG may not be the best solution, but it is one of the few options available to someone developing in Linux at the moment.
#23
11/17/2006 (2:47 pm)
.
#24
At first I thought you were serious and that you just did not have a TGEA license. The 1.5 merge of TGEA has been up for 9 days and people have been testing it since then, myself included. Yet you keep argumenting it is not released. But then I checked your forum posts (and you had posted in the TGEA forums so you are a licensee) and realized you're just trying to provoke.
Nice rant about GPGTGE/content packs btw.
Does not CG have a buttload of problems associated with it and ATI cards?
11/17/2006 (3:09 pm)
Quote:
Hey, you're right... By the way, says the next build and the post is 8-nov-2006 so I think it's a future plan.
At first I thought you were serious and that you just did not have a TGEA license. The 1.5 merge of TGEA has been up for 9 days and people have been testing it since then, myself included. Yet you keep argumenting it is not released. But then I checked your forum posts (and you had posted in the TGEA forums so you are a licensee) and realized you're just trying to provoke.
Nice rant about GPGTGE/content packs btw.
Quote:
Exactly Gary.
Thats a point I've tried to make several times. It doesn't matter how 'nice' HLSL is. it doesn't work for Linux making it useless and completely off topic to what we were discussing. CG may not be the best solution, but it is one of the few options available to someone developing in Linux at the moment.
Does not CG have a buttload of problems associated with it and ATI cards?
#25
11/17/2006 (4:07 pm)
.
#26
Yup. It is. Thats why they required the payment even if you had already purchased 1.4.2. Because it was incorporating another product.
And don't worry, Berserk. I think he misunderstood what you were saying. Thats one of the downsides when you are working in a language that is not your primarily spoken one. I had similar issues when speaking with people in German and Japanese.
I'm actually not sure. I'm going to have to do a little research on the topic. In all honesty what I will likely do is work on incorporating the code for this all myself. If I do go that direction then once I've gotten it working I'll make it available. Though it will be likely a while until I reach that point. I'm not a proficient programmer yet. I'm extremely rusty and as much as I'm trying to figure out the torque engine I'm also attempting to remember my programming skills in the process as well.
11/17/2006 (4:14 pm)
Quote:By the way, TGE 1.5 is Lighting Kit + TGE 1.4 isn't it?
Yup. It is. Thats why they required the payment even if you had already purchased 1.4.2. Because it was incorporating another product.
And don't worry, Berserk. I think he misunderstood what you were saying. Thats one of the downsides when you are working in a language that is not your primarily spoken one. I had similar issues when speaking with people in German and Japanese.
Quote:Does not CG have a buttload of problems associated with it and ATI cards?
I'm actually not sure. I'm going to have to do a little research on the topic. In all honesty what I will likely do is work on incorporating the code for this all myself. If I do go that direction then once I've gotten it working I'll make it available. Though it will be likely a while until I reach that point. I'm not a proficient programmer yet. I'm extremely rusty and as much as I'm trying to figure out the torque engine I'm also attempting to remember my programming skills in the process as well.
#27
11/18/2006 (1:25 am)
.
#28
I was responding to the question about 1.5 being TGE 1.4.2 and the Lighting kit put together. They charged a fee for it because they were adding the Lighting Kit into it which was a seperate product. Thus you had to pay a small amount for the upgrade to 1.5. Seemed resonable. It didn't have anything directly to do with TSE which is a codebase that is more heavily geared towards HLSL if my reading is correct.
As to Japanese. Its been a really long time and I'm doubtful I could do much with it anymore. I worked for a publication company that over half their publications were in Japanese. Good experience. Wish I had retained some of the language skills though.
11/18/2006 (2:13 am)
@Berserk -I was responding to the question about 1.5 being TGE 1.4.2 and the Lighting kit put together. They charged a fee for it because they were adding the Lighting Kit into it which was a seperate product. Thus you had to pay a small amount for the upgrade to 1.5. Seemed resonable. It didn't have anything directly to do with TSE which is a codebase that is more heavily geared towards HLSL if my reading is correct.
As to Japanese. Its been a really long time and I'm doubtful I could do much with it anymore. I worked for a publication company that over half their publications were in Japanese. Good experience. Wish I had retained some of the language skills though.
#29
That's the point, you could had checked and we would had avoided this offtopic conversation even before it started. I said 3 times the new build was ready, but you kept saying it was not without even checking for yourself. So yes, I think that's a little bit rude - but it's nothing to waste energy on and we are offtopic, so let's just go on.
Have I missed something? I was under the impression that it was 1.4.2 (ie, with bugfixes), ShowTool, new content and the TLK bundled. I do not use it myself so I don't know for certain but that's what I heard.
Interesting. Did you notice that there are a few hooks and functions for OpenGL already in TGEA, but they are just not used? I would start there.
11/18/2006 (3:46 am)
Quote:
Well, I didn't knew it was already done.
That's the point, you could had checked and we would had avoided this offtopic conversation even before it started. I said 3 times the new build was ready, but you kept saying it was not without even checking for yourself. So yes, I think that's a little bit rude - but it's nothing to waste energy on and we are offtopic, so let's just go on.
Quote:
By the way, TGE 1.5 is Lighting Kit + TGE 1.4 isn't it?
Have I missed something? I was under the impression that it was 1.4.2 (ie, with bugfixes), ShowTool, new content and the TLK bundled. I do not use it myself so I don't know for certain but that's what I heard.
Quote:
I'm actually not sure. I'm going to have to do a little research on the topic. In all honesty what I will likely do is work on incorporating the code for this all myself. If I do go that direction then once I've gotten it working I'll make it available. Though it will be likely a while until I reach that point. I'm not a proficient programmer yet. I'm extremely rusty and as much as I'm trying to figure out the torque engine I'm also attempting to remember my programming skills in the process as well.
Interesting. Did you notice that there are a few hooks and functions for OpenGL already in TGEA, but they are just not used? I would start there.
#30
You are absolutely right. 1.5 is the combination of 1.4.2 and TLK.
I would expect that there would be some base hooks that I can build out of. Those are definately some of the things I'll be wanting to figure out before I proceed. And also why I'm focusing on getting familiar with the existing code before I make and real efforts into it.
11/18/2006 (5:11 am)
Quote:Have I missed something? I was under the impression that it was 1.4.2 (ie, with bugfixes), ShowTool, new content and the TLK bundled. I do not use it myself so I don't know for certain but that's what I heard.
You are absolutely right. 1.5 is the combination of 1.4.2 and TLK.
Quote:Interesting. Did you notice that there are a few hooks and functions for OpenGL already in TGEA, but they are just not used? I would start there.
I would expect that there would be some base hooks that I can build out of. Those are definately some of the things I'll be wanting to figure out before I proceed. And also why I'm focusing on getting familiar with the existing code before I make and real efforts into it.
#31
11/18/2006 (7:13 am)
.
#32
Well, not that many. But the the GFXDevice class being a bit aimed at Direct3D, it still has a few preparations for OpenGL in a few places. Then it's the whole matter of making the rendering functions work with both, too.
Not saying it is impossible, but there is probably a reason it got delayed. :)
From: Plan : TSE Milstone 4
11/18/2006 (7:56 am)
Quote:
I would expect that there would be some base hooks that I can build out of. Those are definately some of the things I'll be wanting to figure out before I proceed. And also why I'm focusing on getting familiar with the existing code before I make and real efforts into it.
Well, not that many. But the the GFXDevice class being a bit aimed at Direct3D, it still has a few preparations for OpenGL in a few places. Then it's the whole matter of making the rendering functions work with both, too.
Not saying it is impossible, but there is probably a reason it got delayed. :)
From: Plan : TSE Milstone 4
Quote:
We have not forgotten you Mac/Linux users! We like OpenGL, it's just a real pain in the ass supporting both. Now that we're far enough along, we've got a clear idea of what TSE needs, and so we can (as Pat said) continue our OpenGL efforts.
Quote:
I'm 90% sure we're going to have OpenGL in TSE. That's the way it's looking right now, but every time I say something like this, things shift internally, so I can't go 100%. It is a pretty high priority though.
#33
If I was to guess I'd say it was because there is a much larger demand for the DirectX/Windows than OpenGL/Mac/Linux. And they have better marketability with windows users because it is a larger market So they made the choice to put that first.
11/18/2006 (8:13 am)
Quote:Not saying it is impossible, but there is probably a reason it got delayed. :)
If I was to guess I'd say it was because there is a much larger demand for the DirectX/Windows than OpenGL/Mac/Linux. And they have better marketability with windows users because it is a larger market So they made the choice to put that first.
#34
11/18/2006 (10:17 am)
.
Torque Owner Gary "ChunkyKs" Briggs
This is a linux forum; DirectX no-worky on linux. OpenGL worky on linux. [Taught to me by a Scotsman I used to work with; everything in this universe goes into two piles; worky and no-worky. TSE is currently in the no-worky pile].
So while some people may not desire to see OpenGL support in TSE [which is a fair attitude for many many developers - evidently a sufficiently large segment of the GG population that GG are choosing not to support OpenGL for the time being], without OpenGL, TSE is utterly useless to many people without it.
Gary (-;