Update Time
In my quest to get shaders working I have learned a few things. I am almost 100% happy with the system now. There are a few issues to resolve before I move onto something else. A number of major changes have taken place during the past few weeks.
- I have re-written the material format. It is back to XML and supports diffuse color, normal mapping, specular highlights, glow and falloff highlights.
- A number of pre-defined variables are provided to the shader programmer providing an interface between the engine and GLSL.
- Tangent-space is calculated for each model when it is loaded and is stored in the data structure.
Issues to resolve:
- Multi-light rendering
- Multi-pass rendering for special effects
- Absence of some textures isn’t functioning as it should.

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