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Re: Shaders and FBOs
Posted: Tue Jun 08, 2010 6:55 pm
by vrld
Aaaand finally the .love
Re: Shaders and FBOs
Posted: Tue Jun 08, 2010 7:04 pm
by bartbes
The dev team will have a serious discussion about this... or it might not be serious at all..., in any case, we'll discuss it.
Re: Shaders and FBOs
Posted: Tue Jun 08, 2010 8:58 pm
by TechnoCat
Now, how do you get it to work with texels?
In before people cry the love file doesn't work.
Re: Shaders and FBOs
Posted: Tue Jun 08, 2010 9:09 pm
by vrld
TechnoCat wrote:In before people cry the love file doesn't work.
It works if you use the patch
Re: Shaders and FBOs
Posted: Tue Jun 08, 2010 9:48 pm
by TechnoCat
vrld wrote:TechnoCat wrote:In before people cry the love file doesn't work.
It works if you use the patch
I realize this, but I'm still predicting people complaining it doesn't work.
Re: Shaders and FBOs
Posted: Tue Jun 08, 2010 11:07 pm
by TechnoCat
Are you patching the tip or 0.6.2 source?
Re: Shaders and FBOs
Posted: Thu Jun 10, 2010 11:21 am
by vrld
TechnoCat wrote:Are you patching the tip or 0.6.2 source?
I tested only the mercurial repository source, but I think it should work with 0.6.2
Re: Shaders and FBOs
Posted: Thu Jun 10, 2010 5:38 pm
by rude
Awesome.
vrld wrote:
Any chance that gets into the next version of LÖVE?
Yes.
But we can't include shaders unless there's a good way to convert automatically from GLSL to HLSL. Does anyone know if there's an open source project which does that?
Re: Shaders and FBOs
Posted: Thu Jun 10, 2010 11:37 pm
by Elvashi
I thought HLSL only matters if you use Direct3D? since we are using OpenGL on all platforms, doesn't that make GLSL our lingua franca?
(Speaking of lingua fracas and shading languages, wasn't there a (proposed?) SL supported by both OGL and DX, for precisely this reason?)
Regardless, considering that the API is decidedly un-lövely, the fact that you aren't likely to find a HLSL converter soon, and fact that creating shaders is probably something most users aren't going to do (for whatever reason), it seems to me that we should simply include a set of common shaders (possibly with parameters applied to template code?). The issue of conversion then is replaced with simply creating counterparts in the two shader languages.
The only question then is what the basic shader set should be, my suggestions would be Blur, Motion Blur, (Anti) Glow, (De)saturation/Color filter, and Contrast.
Re: Shaders and FBOs
Posted: Fri Jun 11, 2010 5:47 am
by bartbes
I was wondering about the why as well, rude answered this, GLSL is going to be our base language, and the HLSL converter is there so we can create love.graphics.direct3d sometime (or never, rude is in the denial about this).