- Status In progress
- Percent Complete
- Task Type Planned Feature
- Category src → render
-
Assigned To
Stijn Buys - Operating System All
- Severity High
- Priority Very Low
- Reported Version Development
- Due in Version 0.5.0-alpha
-
Due Date
Undecided
- Votes
- Private
Opened by Evan Goers - 2013-01-01
Last edited by Stijn Buys - 2016-08-21
FS#98 - Material texture stages
To ease the transition to a multitexturing rendering environment, I propose that we fully adopt Quake 3 shader scripting. Currently, we support a simpler version with a single texture stage in mind.
DONE
- Support for material with multiple layers
TODO
- OpenGL multitexture support
- Improve syntax
Exmaple of current implementation:
shader/path/name
{
qer_editorimage path/to/texture
{
map path/to/texture
entity
}
{
map path/to/glow_texture
fullbright
blendfunc blend
}
}
---------------------------------
Quake 3:
shader/path/name
{
qer_editorimage path/to/texture
other_keywords
{
map path/to/texture
}
{
map path/to/texture2
blendfunc ...
}
ID | Project | Summary | Priority | Severity | Progress | |
---|---|---|---|---|---|---|
65 | Project::OSiRiON | FS#65 - Material blend modes. | Very Low | Low | ||
35 | Project::OSiRiON | FS#35 - GLSL Shader program support | Very Low | Low |