User Tools

Site Tools


Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision Both sides next revision
matsys:introduction [2005-09-15 10:20]
Carsten
matsys:introduction [2005-09-24 10:13]
Carsten Fixed two minor typos and clarified creating of materials a bit
Line 49: Line 49:
 //Using// materials is very easy. For example, when you're mapping with CaWE, you apply materials to world brushes in the same way as well-known textures used to be applied in other or older map editors, too. Please see the CaWE User Guide in this Wiki for more information. //Using// materials is very easy. For example, when you're mapping with CaWE, you apply materials to world brushes in the same way as well-known textures used to be applied in other or older map editors, too. Please see the CaWE User Guide in this Wiki for more information.
  
-//​Creating//​ materials often requires two steps: You first have create or acquire the texture maps that are used or required by the material. Then you have to write a material definition into a ''​.cmat''​ script file like in the example above. Very advanced materials may also involve a third step, namely in the case that they require their own unique shader (see below).+//​Creating//​ materials often requires two steps: You first have to create or acquire the texture maps that are used or required ​by the material. These are typically png, jpg or tga images that define the diffuse-, normal-, specular-, and other component maps that will be referred to by the material. Then you have to write a material definition into a ''​.cmat''​ script file like in the example above. Very advanced materials may also involve a third step, namely in the case that they require their own unique shader (see below).
 The documentation in this Wiki has detailed documentation about each of these steps. The documentation in this Wiki has detailed documentation about each of these steps.
  
Line 61: Line 61:
 Even the case that there is a non-optimal assignment may sometimes occur, e.g. when on the underlying hardware no shader can be implemented that renders the desired material perfectly. In this case, a sub-optimal (but still the best) shader is selected. This mechanism provides a fall-back solution for arbitrarily old hardware, meeting another important design goal of the MatSys. Even the case that there is a non-optimal assignment may sometimes occur, e.g. when on the underlying hardware no shader can be implemented that renders the desired material perfectly. In this case, a sub-optimal (but still the best) shader is selected. This mechanism provides a fall-back solution for arbitrarily old hardware, meeting another important design goal of the MatSys.
  
-Shaders therefore provide the key to be able to always support new hardware: If new 3D hardware features become available, we can quitly ​write a new shader for it, put it into the appropriate renderer, and then materials can use it, either from auto-selection or by explicit statement. This ability is a great feature that makes it easy to scale the MatSys for future hardware, limited (e.g. embedded) hardware, old hardware, etc.+Shaders therefore provide the key to be able to always support new hardware: If new 3D hardware features become available, we can quickly ​write a new shader for it, put it into the appropriate renderer, and then materials can use it, either from auto-selection or by explicit statement. This ability is a great feature that makes it easy to scale the MatSys for future hardware, limited (e.g. embedded) hardware, old hardware, etc.
  
 Future SDKs will come with the ability to plug-in custom shaders, and the Wiki documentation about shaders will updated until then. Future SDKs will come with the ability to plug-in custom shaders, and the Wiki documentation about shaders will updated until then.
  
matsys/introduction.txt ยท Last modified: 2013-01-07 12:07 (external edit)