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shader-system-overview [2023/07/31 17:32]
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shader-system-overview [2023/07/31 17:32] (current)
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   * **Per-Vertex Data:** Find a way to preserve the per-vertex wind data generated by the Modeler. This is easily done by using the SDK's .stsdk file loading functions, but the Modeler can also export all vertex data using the .xml export. This per-vertex data is key to implementing SpeedTree's unique and efficient approach.   * **Per-Vertex Data:** Find a way to preserve the per-vertex wind data generated by the Modeler. This is easily done by using the SDK's .stsdk file loading functions, but the Modeler can also export all vertex data using the .xml export. This per-vertex data is key to implementing SpeedTree's unique and efficient approach.
   * **CPU-Side State:** The SDK uses the ''SpeedTree::CWindStateMgr'' class, defined in ''Include/SpeedTree/Core/SpeedTreeWind.h'', to advance the wind state for each base tree. Values are uploaded via shader constants for the wind shader.   * **CPU-Side State:** The SDK uses the ''SpeedTree::CWindStateMgr'' class, defined in ''Include/SpeedTree/Core/SpeedTreeWind.h'', to advance the wind state for each base tree. Values are uploaded via shader constants for the wind shader.
-  * **Wind Shaders:** The SDK includes several wind types but the main file for the SDK 9 games wind system is ''Include/SpeedTree/Core/SpeedTreeWind.h''. All wind mode leverage both the per-vertex data and the wind state variables to achieve the wind animation entirely in the vertex shader stage.+  * **Wind Shaders:** The SDK includes several wind types but the main file for the SDK 9 games wind system is ''Include/SpeedTree/Core/SpeedTreeWind.h''. All wind modes leverage both the per-vertex data and the wind state variables to achieve the wind animation entirely in the vertex shader stage.
  
 ===== Shader compilation ===== ===== Shader compilation =====