MrPixel
21-09-2010 02:16:53
I'm thrashing a bit on the best approach for shader development in Ogre. I'm a programmer and I would like to be able to author shaders (preferably as cg/cgfx) and have our artists use those shaders in Max and preview the effects in the oFusion viewport.
The (temporary) approach I've been using so far is to create the first pass of the shader in FX Composer as cgfx, then painstakingly convert it to cg/material for Ogre. Once it's in Ogre, I tweak it until it works correctly in Ogre. I think I read that Max will load material as cgfx - but I haven't tried it yet.
I just started looking into ShaderFX and it seems like there is a path to convert from cgfx to oFusion. But what I'm not clear about is if there is a way to dynamically modify shader code within ShaderFX.
Any guidance/advice would be greatly appreciated. BTW, we are using oFusion Pro.
Thanks,
-Pixel
The (temporary) approach I've been using so far is to create the first pass of the shader in FX Composer as cgfx, then painstakingly convert it to cg/material for Ogre. Once it's in Ogre, I tweak it until it works correctly in Ogre. I think I read that Max will load material as cgfx - but I haven't tried it yet.
I just started looking into ShaderFX and it seems like there is a path to convert from cgfx to oFusion. But what I'm not clear about is if there is a way to dynamically modify shader code within ShaderFX.
Any guidance/advice would be greatly appreciated. BTW, we are using oFusion Pro.
Thanks,
-Pixel