is it possible to code real GLSL (such as NeHe’s tutes) in python or just in real GLSL? I really want to do a realtime reflection shader for my new game (dont even start, its still in early pre-production, but I will release it later ). If anyone could tell me how (or just translate/write me a real time reflection code) I would be SOOOOOOOOO greatful. and id totally put you in my creds:D . THANX!! peace.:RocknRoll:
Take a look at the graphics demos for the last release (they’re easy to find), a few of those demo GLSL. And yes, that is real GLSL, it’s simply bound through python.
As important as the actual shader code is the engine support for binding input parameters and render targets. As things are, you have no control over the output (ie, you can’t direct the render pipeline to a texture) which effectively rules out multipass effects. So you can forget the reflection shader right now unfortunatly.
Depending on how the OGRE integration does things, multipass effects should be possible which will be nice.
Still, there are plenty of single pass effects that can be achieved at the moment, so it’s well worth looking into.
Piran
did someone say “OGRE”?
hmm check out the latest version:eyebrowlift:
direct link:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=newEchoTest-1607.zip
doesnt do much
True, no render to texture. I am mentioning it quite often. To overcome that i use either cubemaps, and in more reality demanding cases i use the Irrlicht engine, meaning you need to program. OGRE in this case lacks of a simple collision detection, you have to either use a physics engine or you will be limited to bsp geometry. With Irrlicht you can mix a lot of formats and adjust collision detection (octree based) easily in the editor. If Blender had a render to texture feature i wouldn´t use Irrlicht. I know, it´s annoying.