DarkRadiant shader system: Difference between revisions

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DarkRadiant Shader System
DarkRadiant Shader System

Revision as of 14:29, 28 October 2007

DarkRadiant Shader System

The Shader System module is initialised during DarkRadiant startup and parses the material files during this phase.

It consists of a few components:

The Shader and Texture objects are allocated on the heap using boost::shared_ptrs.

Note that the actual image data isn't loaded until they are requested by the render system. If the latter requests a TexturePtr by calling Shader::getDiffuse(), the Shader object checks the contained TexturePtr for realisation. If the TexturePtr is still NULL, it sends a request to the GLTextureManager for the Texture to be realised. This happens by passing the TextureConstructor to the GLTextureManager, which can be used to retrieve an Image object containing the raw pixel data.