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component: bindingsRelated to Python Bindings generationRelated to Python Bindings generationcomponent: engine objectsRelated to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)component: shadersRelated to creating/updating/refactoring glsl shaders from the engineRelated to creating/updating/refactoring glsl shaders from the enginetype: docstype: feature
Description
Description
This keeps track of the implementation of the material_t type. We currently don't know whether to have a separate type for each material type or just have a single object that handles types by an enum.
One of the key differences with our previous implementation is that a given material type (e.g. LAMBERT) should be linked to a specific shader (or shader chunk). This is similar to how ThreeJS handles materials, and it looks that their master-shader approach is the best option going onward with our material system implementation.
Tasks
- Core implementation (base material?)
- Material types
- Basic Material
- Lambert Material
- Phong Material
- Shader Material
- Examples of usage (C++)
- Implement Python bindings
- Examples of usage (Python)
- Documentation (API auto-generated by Sphinx)
- Documentation (.rst custom made related to usage)
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component: bindingsRelated to Python Bindings generationRelated to Python Bindings generationcomponent: engine objectsRelated to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)component: shadersRelated to creating/updating/refactoring glsl shaders from the engineRelated to creating/updating/refactoring glsl shaders from the enginetype: docstype: feature
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Status
Todo