launemax Posted March 30, 2015 Share Posted March 30, 2015 Hy there! I have a question about shaders: I want to have a lot of flags or signs, where the players can put their own texture/image on. So i have to create for each object a new shader and set the shadervalue of the texture to a different image, but then i have lots of shaders. Is there a way to create 1 shader and depending on which ElementData an object has, to set a different shadervalue? So i can save a lot of load of my server. thanks for the answer in advance, regards, launemax Link to comment
ALw7sH Posted March 31, 2015 Share Posted March 31, 2015 This is an exmaple code local flags = { "Flag" "Flag2" } local flagsShaders = {} addEventHandler("onClientResourceStart",root, function() for k,image in ipairs(flags) do local flagTexture = dxCreateTexture(image..".png","dxt3") local flagShader = dxCreateShader("shader.fx") dxSetShaderValue(flagShader,"YourShaderTextureName",flagTexture) flagsShaders[image] = flagShader end end ) addEventHandler("onClientElementStreamIn",root, function() if getElementType(source) == "object" then if getElementModel(source) == 0 then -- Your flag object id local flagIMG = getElementData(source,"flagIMG") engineApplyShaderToWorldTexture(flagsShaders[flagIMG],"YourObjectTextureName",source) end end end ) Link to comment
launemax Posted March 31, 2015 Author Share Posted March 31, 2015 Thanks, but thats the thing i want to avoid. There are a lot of Shaders. I thought, if I just create one shader and apply different textures, it would be more efficient. Am I right? The more shaders i create, the more rendering power is required? Link to comment
Ren_712 Posted March 31, 2015 Share Posted March 31, 2015 Thanks, but thats the thing i want to avoid. There are a lot of Shaders. I thought, if I just create one shader and apply different textures, it would be more efficient. Am I right? The more shaders i create, the more rendering power is required? This doesn't seem to matter much. What matters is how many textures visible on screen the shader is applied to. vertex and pixel calculations are done when they're needed. (You can always create shader per entity - when it's streamed in) And you can change values per shader, not per texture. Exception are dxDrawImage and dxDrawMateriaLine3D - after drawing one you can just change values before you draw another (in the same frame). Link to comment
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