DarkRadiant shader system: Difference between revisions
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The DarkRadiant shader system module is initialised during DarkRadiant startup and parses the material files during this phase. | The DarkRadiant shader system module is initialised during DarkRadiant startup and parses the material files during this phase. | ||
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* The [[DarkRadiant ShaderLibrary|ShaderLibrary]] which holds all the named [[ShaderDefinition|ShaderDefinitions]] and named Shader objects. | * The [[DarkRadiant ShaderLibrary|ShaderLibrary]] which holds all the named [[ShaderDefinition|ShaderDefinitions]] and named Shader objects. | ||
* The [[DarkRadiant GLTextureManager|GLTextureManager]], responsible for "realising" the actual Texture objects (this includes image post-processing like gamma-adjustment and resampling). | * The [[DarkRadiant GLTextureManager|GLTextureManager]], responsible for "realising" the actual Texture objects (this includes image post-processing like gamma-adjustment and resampling). | ||
* The actual [[DarkRadiant Shader|Shader]] objects. | |||
The [[DarkRadiant Shader|Shader]] and [[DarkRadiant Texture|Texture]] objects are allocated on the heap using boost::shared_ptrs. | |||
[[Category:DarkRadiant]] | [[Category:DarkRadiant]] | ||
[[Category:Coding]] | [[Category:Coding]] |
Revision as of 16:45, 7 February 2007
The DarkRadiant shader system module is initialised during DarkRadiant startup and parses the material files during this phase.
It consists of several vital components:
- The ShaderLibrary which holds all the named ShaderDefinitions and named Shader objects.
- The GLTextureManager, responsible for "realising" the actual Texture objects (this includes image post-processing like gamma-adjustment and resampling).
- The actual Shader objects.
The Shader and Texture objects are allocated on the heap using boost::shared_ptrs.