Re: [Maya2osg-users] Discussion of next changes
Status: Alpha
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From: Jean-Sébastien G. <jea...@cm...> - 2011-05-26 13:27:18
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Hi Javier,
> You can create the attributes editable or visible as you need. This
> avoid users to touch them, even see them (though seeing them should be
> useful for debugging, and artists still can't break anything)
OK, I'll have a look. Can you give me an example of how to create an
attribute? Through scripting I assume... And then in Maya where will I
see this attribute? And in the C++ plugin code?
> I am wondering... is the way you export materials and treat them in
> your engine incompatible with Maya2OSG exported GLSL shaders?
Yes, we use our own shaders which do special things (for example, we use
defines for number and types of lights, which allows us to do per-pixel
lighting even on older cards). Also, we need to support various
hardware, so we cannot guarantee that a given shader will always work
for us, and so putting shaders in the .osg file directly is not a good
idea for us.
So at load time, depending on the hardware on which the program runs, we
will load the correct shaders, plus any additional textures needed
(normal maps, specular maps, etc.)
Putting GLSL shaders in the exported .osg file might be fine for a
certain pipeline, but it is not a general way of doing things, because
shaders are very pipeline-specific. So if it works for you that's ok,
but putting material parameters in descriptions will allow people who
have a different pipeline to do things their way too.
Thanks,
J-S
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Jean-Sebastien Guay jea...@cm...
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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