Neat.
<Note: rambling follows>
My route is a little different, but for all practical purposes is the same concept minus the idea of having brush, light, etc. shaders.
Basically, mine works like this:
1) Create a vertex and fragment/pixel programs written in GLSL (or Cg, I'm looking at swapping out GLSL for Cg, but no decisions have been made as of yet)
2) Write .shader file and specify the shader's vertex and fragment programs
3) Set shader property in the .material file and make sure the material meets the needs of the shader.
I'm also contemplating writing my own shader language, but that seems a bit like overkill to me when I'm not going for an abstracted rendering API. Dunno, we'll see. I could always swap out my existing graphics framework for the Xiphias API I wrote a while back.
<Note: rambling follows>
My route is a little different, but for all practical purposes is the same concept minus the idea of having brush, light, etc. shaders.
Basically, mine works like this:
1) Create a vertex and fragment/pixel programs written in GLSL (or Cg, I'm looking at swapping out GLSL for Cg, but no decisions have been made as of yet)
2) Write .shader file and specify the shader's vertex and fragment programs
3) Set shader property in the .material file and make sure the material meets the needs of the shader.
I'm also contemplating writing my own shader language, but that seems a bit like overkill to me when I'm not going for an abstracted rendering API. Dunno, we'll see. I could always swap out my existing graphics framework for the Xiphias API I wrote a while back.