Just saw Atilims GLSL tests on Google+ again, which he did in Febr.2013. Did GLSL shader ever made it into Gideros? That would be awesome. Testing a different tool lately I was amazed what you can do with them. Imho a must to have feature.
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I think @john26 might be opting to use AngleProject rather than port to DirectX - MS have done a WP8.1 port! - so it might be a lot easier to use that as the codebase will be similar to the other versions - the only thing he should need to add to make the windows version should then be sound (I think)?
With this the shaders will be the same for all the systems (I think).
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Yes, I think Angle is the way to go. But Angle is only for Open GL ES 2.0 so we will have to convert Gideros to that. But that's a good thing anyway as it allows shader support so killing two birds with one stone! But I need to make sure Angle really works especially on an actual Windows Phone. I will do that over Christmas...
In terms of Gideros devs providing shaders would it be ok for users to set this directly as a string containing GLSL code? That means you would have to learn the GLSL language. One issue is Microsoft does not let you compile shaders on the fly in WP8, you need to precompile into CSO files before submitting you app. So I guess we would provide a template shader with all the "plumbing" and you fill in the code you want and compile.
If angle does work then you should add the info about moving to GL ES 2.0 to the Kickstarter page. That will be a big pull for people who are not interested in Desktop or MS - but want shader support.
You should also add a stretch goal of simple 3D primatives (polygons, etc). 3D matrixes, etc... (along with Pi if possible).
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Ok, I've already let it slip that I was working on shaders access from lua. And now I have something working pretty well, don't know when it will get released but I am truly so excited about what I've done so far that I wanted to share it...
So the upcoming features are: - Create shaders from lua (from HLSL, GLSL or CSO files) - Dynamically change the uniforms/constants in the shaders from lua - Assign those shaders to any sprite (replacing default shader with a custom one) - Ability to specify additional vertex array inputs in Mesh objects - Ability to assign more than one texture in Mesh objects - Ability to change the primitive type in Mesh objects
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
https://deluxepixel.com
http://giderosmobile.com/labs/gideros
Having shader support in Codea makes a world of difference to what's possible with Lua on iDevices.
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#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
With this the shaders will be the same for all the systems (I think).
https://code.google.com/p/angleproject/
https://github.com/MSOpenTech/angle
https://github.com/MSOpenTech/openFrameworks/tree/universal/export/vs
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https://deluxepixel.com
In terms of Gideros devs providing shaders would it be ok for users to set this directly as a string containing GLSL code? That means you would have to learn the GLSL language. One issue is Microsoft does not let you compile shaders on the fly in WP8, you need to precompile into CSO files before submitting you app. So I guess we would provide a template shader with all the "plumbing" and you fill in the code you want and compile.
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https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Likes: SinisterSoft
You should also add a stretch goal of simple 3D primatives (polygons, etc). 3D matrixes, etc... (along with Pi if possible).
https://deluxepixel.com
https://www.kickstarter.com/projects/207069325/port-gideros-studio-to-windows-phone-8-and-desktop/posts/1083329
https://deluxepixel.com
Ok, I've already let it slip that I was working on shaders access from lua. And now I have something working pretty well, don't know when it will get released but I am truly so excited about what I've done so far that I wanted to share it...
So the upcoming features are:
- Create shaders from lua (from HLSL, GLSL or CSO files)
- Dynamically change the uniforms/constants in the shaders from lua
- Assign those shaders to any sprite (replacing default shader with a custom one)
- Ability to specify additional vertex array inputs in Mesh objects
- Ability to assign more than one texture in Mesh objects
- Ability to change the primitive type in Mesh objects
Time to open a Gideros shader repository ?
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https://deluxepixel.com