Well, for one they can do shaders either in pure cg, in any text editor, cg editor out there, or you can use cryoPrism, the script engine vivid uses, and just write shaders as you do normal funcs
etc, then assign them in cryo..basically, no need to use b3d at all, other than the game's core engine/whatever.
+An app to do this in real time, on test media.
The new oct-tree rendering system is really going to make it all possible on a grand scale too..Can load in a single 2million poly mesh for example, and effectively cull 90% of unseen polys befor even rendering..meaning you can up the ante shader wise..Throw in per-Node leaf_based lod and you're talking astromnically high poly levels ;)
anyways, time to watch sopranos, get myself a gun, blue moon's in my eye.(err..)
method normalFunc() end method shader normalMapping(int technique) select technique @ Bump_Map surface.uvset[0].u= end select end shader
etc, then assign them in cryo..basically, no need to use b3d at all, other than the game's core engine/whatever.
+An app to do this in real time, on test media.
The new oct-tree rendering system is really going to make it all possible on a grand scale too..Can load in a single 2million poly mesh for example, and effectively cull 90% of unseen polys befor even rendering..meaning you can up the ante shader wise..Throw in per-Node leaf_based lod and you're talking astromnically high poly levels ;)
anyways, time to watch sopranos, get myself a gun, blue moon's in my eye.(err..)