deadpixel wrote:I am taking a rather chaotic approach to learning this...I just start connecting dots and seeing what happens. lol
Here are my nodes for the rays http://dl.dropbox.com/u/10645923/firearms/nodeview.jpg don't laugh too hard. I am sure there is an easier way to do everything I am doing here and still yield better results.
Texture transform builds a matrix on the fly, it's super expensive, don't use it inside a loop
Is there anything you find wrong with the postproc_sunrays canvas that you tried to solve with this approach? It's really just the straightforward way I guess, but you could prbly google some other methods, I didn't base it off any paper or w/e. You should also use the skymask for masking, or did you have problems with it? It needs to be enabled in shadereditorsystem.cpp.
deadpixel wrote:I have done some reading up on HLSL over the past couple days but I find it confusing translating what I read to the editor. It is like I am learning from two ends and will eventually meet in the middle.
Well the functions that are present in normal hlsl too are really the same, and the nodes that are unique to source and stuff are very shortly explained on the wiki.
deadpixel wrote:Are there any plans to possibly be able to import existing .fx files?
Nah, way too unlikely to even get that working flawless for everything.
deadpixel wrote:Also, for organization purposes, do you think it is possible to add collapsible frames? Something like the loop container that can be labeled and when collapsed will hide every thing contained inside.
Maybe some day, guess why the graph has a tab on the top left
deadpixel wrote:Edit: Are there any plans to be able to apply multiple post-process shaders at once?
I considered that as well, but after all you're meant to implement the shaders later for real, the preview is just ... a preview.







