> About those shaders. Have you actually tried to use the switching > mechanism? Since I gues switching in shaders won't make it much > faster(rather slower). Oh, you mean if-statements and similar inside vertex and fragment shaders ? The performance depends _very much_ on the hardware.
But that is not necessary in your case - you could just have _different_ shaders prepared, and switch _the whole shader_ depending on the material you want to render. > And another problem, how do I need to set those > uniform variables for a whole model, using VBO's? I gues that's not > possible, so I would almost need to make a VBO per mesh(or use that > instancing). No, uniform variables are set as attributes to the current shader, see e.g. http://developer.3dlabs.com/documents/GLmanpages/glUniform.htm > Since i'm trying to make a game, I gues I don't have a real need for > specular and diffuse color. I gues just goodlooking textures would be > fine. But if you still have some ideas, please let me know. a _game_ ? Well, on the contrary: then I guess shaders would improve the game's looks a _lot_ :-) Servus, Gernot -- T----------------------------W-E-L-C-O-M-E------------------------------T O The Austria <=> Sweden <=> Germany <=> Netherlands connection..... H | http://www.mpi-sb.mpg.de/~gziegler | http://www.lysator.liu.se/~gz E \-----------------------------F-U-T-U-R-E-------------------------------/ ------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid0709&bid&3057&dat1642 _______________________________________________ lib3ds-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/lib3ds-devel
