Convergence Posted September 16, 2015 Share Posted September 16, 2015 The Worldmonger demo has a custom shader for the ground mesh, that blends multiples textures smoothly according to height. Since Babylon seems to employ the "KISS" principle, would it be possible for this texture feature - a staple in worldbuilding - to make it into the Babylon engine? Currently I'm using multiple groundMeshes with opacityMaps to achieve a similar effect, but it is a bit of a crude and performance inhibiting work-around. I know Babylon has a multimaterial of sorts, but it only supports hard edges instead of smooth (and only one texture per face), and it is a bit hard to work. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 16, 2015 Share Posted September 16, 2015 Hello, why not using directly the shader from worldmonger demo? Quote Link to comment Share on other sites More sharing options...
Convergence Posted September 17, 2015 Author Share Posted September 17, 2015 Hmm, I guess learning how to make/edit GLSL shaders is inevitable for game-making. There are no plans to make such a staple feature native to Babylon? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted September 17, 2015 Share Posted September 17, 2015 Yes, you may not need to write GLSL for a given game, but you do limit your potential. GLSL is just C with different library calls & a premium put on avoiding branching. The frame work does do all the compiling for you, and takes out a lot of the logistics of assigning uniforms & calling. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 17, 2015 Share Posted September 17, 2015 We have a great tool to support shaders: http://blogs.msdn.com/b/eternalcoding/archive/2014/04/17/learning-shaders-create-your-own-shaders-with-babylon-js.aspx Quote Link to comment Share on other sites More sharing options...
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