Once all that is done I'll add save functionality for the static meshes before updating my engine renderer to support loading shader materials from static files. Then it's on to loading, editing, and saving the animated model format. Also I've been thinking that I need a way to identify if a material has glow applied to it or not. I'll probably need to set up some glow demos in the near future to determine the best way to approach this.
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Today I added the ability for the user to create personalized shader templates. I also worked on the template dialog which the user encounters after clicking the new shader button. I have created a few templates but still plan on making hemispheric light, reflective, refractive, translucent skin, gooch, car paint, and various metal templates. Tomorrow I'll work on allowing the user to create a shader from an existing template. This will mean bringing the shaders into the main editor dialog. After that I'll need to start applying them to subsets. I should get at least that far this week.
Once all that is done I'll add save functionality for the static meshes before updating my engine renderer to support loading shader materials from static files. Then it's on to loading, editing, and saving the animated model format. Also I've been thinking that I need a way to identify if a material has glow applied to it or not. I'll probably need to set up some glow demos in the near future to determine the best way to approach this.
Once all that is done I'll add save functionality for the static meshes before updating my engine renderer to support loading shader materials from static files. Then it's on to loading, editing, and saving the animated model format. Also I've been thinking that I need a way to identify if a material has glow applied to it or not. I'll probably need to set up some glow demos in the near future to determine the best way to approach this.
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