Looks good. Is this with the environment mapping?Btw, I was wondering how it would be easy to integrate 2D frameworks or standard mojo 2D commands on top. Does it need some refactoring or I could just use it directly? thanks.
Quote from: RonTek on December 04, 2017, 10:05:02 PMLooks good. Is this with the environment mapping?Btw, I was wondering how it would be easy to integrate 2D frameworks or standard mojo 2D commands on top. Does it need some refactoring or I could just use it directly? thanks.It only uses env mapping on the glass, the rest is achieved through normal and specular mapping. I am considering the ability to use a material's cubemap as the source for specular reflections, which could give great results.Vortex2 supports Mojo2 directly. You can even paint Mojo graphics to a texture and render them on a Vortex2 mesh. Check the "test_mojo2.cxs" example.
I/[Monkey]( 3607): Error: Vertex shader active uniforms exceed MAX_VERTEX_UNIFORM_VECTORS (253).
I reduced the number of varyings required like on SLotman's patch, so that shouldn't be a problem. The issue that you are having means that the number of uniforms (another type of shader var) has been exceeded. You can fix that by initializing the World like this:World.Init(0, 4)But that will disable skeletal animation (I am making changes to how this works for beta2).
Great! Which changes did you have to do? Or was it the standard Git version? I made some more changes these past few days to make it work on iOS.
Great! Any changes apart from removing normal mapping?
Sorry, I edited my previous question because I saw on the picture that the example didn't have normal mapping.Nice, I think that the version that will be on beta2 will work. There will be several shaders, and the one with all the features used for the geometry that is about to be rendered will be used. If that one couldn't be compiled on startup, then features will be removed selectively until one does work.The bottleneck on many mobile devices seem to be the 32 varying components available (components, not vars: a vec3 takes 3 components, a vec4 4, and so on). The TBN matrix takes 9 components, so I run out of space quickly. If I calculate the matrix on the fragment shader, I could save some and make it fit, but that would slow things a bit, so probably the best bet is to remove normal mapping entirely on these devices.
Shadows use the global ambient color which can be set with World.Ambient(color) (maybe in the version you are using it is still World.SetAmbient(color), I am making some changes to the API now that it is still in beta).Shadows use mutiplicative mode, not alpha blending, so the way to change the opacity is to make the ambient color brighter.PCF and blur are features I would like to work on (as well as multiple and cascaded shadows), but not before I release 2.0-stable.