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FS#98 - Material texture stages

Attached to Project: Project::OSiRiON
Opened by Evan Goers (Mega) - Tuesday, 01 January 2013, 09:01 GMT
Last edited by Stijn Buys (Ingar) - Sunday, 21 August 2016, 23:29 GMT
Task Type Planned Feature
Category src → render
Status In progress
Assigned To Stijn Buys (Ingar)
Operating System All
Severity High
Priority Normal
Reported Version Development
Due in Version 0.5.0-alpha
Due Date Undecided
Percent Complete 50%
Votes 0
Private No

Details

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 ...
}
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