Re: Cg, HLSL, ?
"Javier Arevalo" <[email protected]> Wed, 14 Aug 2002 14:35:36 +0200
| Newsgroups | gmane.games.devel.consoles |
|---|---|
| Message-ID | <[email protected]> |
Jamie Fowlston <[email protected]> wrote: > the only really viable solution i've heard of is to give the artists > access to a library of shaders, and reimplement them per platform. > not great, but it works. I agree. Could you people guesstimate the number of different material / shader types used in their games? I would assume at most a few dozens (with many of them being variations of a few). Anything under 40 is clearly a job for hand-crafting them. Even if you have an automated system, you will definitely leave the option to hand-optimize the most used (or less optimal when automated) ones. Javier Arevalo Pyro Studios ------------------------------------------------------- This sf.net email is sponsored by: Dice - The leading online job board for high-tech professionals. Search and apply for tech jobs today! http://seeker.dice.com/seeker.epl?rel_code=31 _______________________________________________ Gamedevlists-consoles mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553