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		<title><![CDATA[Maratis forum - ..shaders documentation..]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=990</link>
		<description><![CDATA[The most recent posts in ..shaders documentation...]]></description>
		<lastBuildDate>Fri, 16 May 2014 17:48:35 +0000</lastBuildDate>
		<generator>PunBB</generator>
		<item>
			<title><![CDATA[Re: ..shaders documentation..]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6777#p6777</link>
			<description><![CDATA[<p>In c++, everything is possible as there is a direct access to the engine,<br />you can even generate a mesh from code, like this : <a href="http://wiki.maratis3d.org/index.php?title=Hardcoded_Cube">http://wiki.maratis3d.org/index.php?tit &#133; coded_Cube</a></p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 16 May 2014 17:48:35 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6777#p6777</guid>
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		<item>
			<title><![CDATA[Re: ..shaders documentation..]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6776#p6776</link>
			<description><![CDATA[<p>Hmm, so will there be the ability to edit a .mesh file from the LUA side in&nbsp; future release where I could adjust the diffuse color of a material from withn the code? I am guessing this could happen with a plugin to the editor I guess? I am really thinking of digging into the C++ side of Maratis, but I just want to see if I can get something done on the LUA side, since that is the side most new users might prefert to use, and then the might go to the C++ side for more control, or to add their own custom features.</p>]]></description>
			<author><![CDATA[dummy@example.com (Tutorial Doctor)]]></author>
			<pubDate>Fri, 16 May 2014 17:35:58 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6776#p6776</guid>
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		<item>
			<title><![CDATA[Re: ..shaders documentation..]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6775#p6775</link>
			<description><![CDATA[<p>note that when you modify an asset, like a texture or a mesh file, it automatically refresh it in Maratis editor.</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 16 May 2014 11:51:06 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6775#p6775</guid>
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		<item>
			<title><![CDATA[Re: ..shaders documentation..]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6774#p6774</link>
			<description><![CDATA[<p>What format are you exporting from 3dsmax ?</p><p>- if you are exporting a Collada or OBJ file, you can use Maratis converter :</p><p>Open your project in Maratis<br />Clic on File &gt; Import 3d model and select your 3d file<br />It will convert the file and save it as a XML .mesh in your-project/meshs/ <br />Open the .mesh file with a text editor and search for your material nodes : &quot;&lt;Material&quot;<br />Add this inside the material (check the local path) :<br /></p><div class="codebox"><pre><code>&lt;vertexShader file=&quot;../shaders/myShader.vert&quot;/&gt;
&lt;fragmentShader file=&quot;../shaders/myShader.frag&quot;/&gt;</code></pre></div><p>Here is an example of a material in Maratis XML format (from a mesh found in the second link I gave you) :<br /></p><div class="codebox"><pre><code>&lt;Materials num=&quot;1&quot;&gt;
    &lt;Material id=&quot;0&quot; type=&quot;3&quot;&gt;
        &lt;blend type=&quot;1&quot;/&gt;
        &lt;opacity value=&quot;1.000000&quot;/&gt;
        &lt;shininess value=&quot;20.000000&quot;/&gt;
        &lt;customValue value=&quot;0.000000&quot;/&gt;
        &lt;diffuseColor r=&quot;1.000000&quot; g=&quot;1.000000&quot; b=&quot;1.000000&quot;/&gt;
        &lt;specularColor r=&quot;0.500000&quot; g=&quot;0.200000&quot; b=&quot;0.300000&quot;/&gt;
        &lt;emitColor r=&quot;0.000000&quot; g=&quot;0.000000&quot; b=&quot;0.000000&quot;/&gt;
        &lt;customColor r=&quot;0.000000&quot; g=&quot;0.000000&quot; b=&quot;0.000000&quot;/&gt;
        &lt;vertexShader file=&quot;../shaders/standardDSEN.vert&quot;/&gt;
        &lt;fragmentShader file=&quot;../shaders/standardDSEN.frag&quot;/&gt;
        &lt;ZVertexShader file=&quot;../shaders/Z_standard.vert&quot;/&gt;
        &lt;ZFragmentShader file=&quot;../shaders/Z_standard.frag&quot;/&gt;
        &lt;TexturesPass num=&quot;4&quot; &gt;
            &lt;texturePass id=&quot;0&quot; texture=&quot;0&quot; mode=&quot;modulate&quot; mapChannel=&quot;0&quot; /&gt;
            &lt;texturePass id=&quot;1&quot; texture=&quot;1&quot; mode=&quot;modulate&quot; mapChannel=&quot;0&quot; /&gt;
            &lt;texturePass id=&quot;2&quot; texture=&quot;2&quot; mode=&quot;dot&quot; mapChannel=&quot;0&quot; /&gt;
            &lt;texturePass id=&quot;3&quot; texture=&quot;-1&quot; /&gt;
        &lt;/TexturesPass&gt;
    &lt;/Material&gt;
&lt;/Materials&gt;</code></pre></div>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 16 May 2014 11:47:21 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6774#p6774</guid>
		</item>
		<item>
			<title><![CDATA[Re: ..shaders documentation..]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6773#p6773</link>
			<description><![CDATA[<p>..since im not using blender, but 3dsmax, how to link shader with material trough code??</p>]]></description>
			<author><![CDATA[dummy@example.com (Naughty Alien)]]></author>
			<pubDate>Fri, 16 May 2014 11:06:06 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6773#p6773</guid>
		</item>
		<item>
			<title><![CDATA[Re: ..shaders documentation..]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6771#p6771</link>
			<description><![CDATA[<p>Hi,</p><p>you can find details on how to link shader in Blender here : <a href="http://www.maratis3d.org/?p=277">http://www.maratis3d.org/?p=277</a><br />And there is some examples of shaders here : <a href="http://www.maratis3d.org/?p=548">http://www.maratis3d.org/?p=548</a></p><p>In the example, the shaders are in the &quot;shaders/&quot; project folder.<br />It uses classic glsl shaders (vertex + fragment)<br />using custom uniforms and attributes sent by the engine.</p><p>For example this attributes for the geometry :</p><div class="codebox"><pre><code>attribute vec3 Vertex;
attribute vec3 Normal;</code></pre></div><p>Or this uniforms for the matrices :</p><div class="codebox"><pre><code>uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 NormalMatrix;
uniform mat4 ProjModelViewMatrix;</code></pre></div>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 16 May 2014 09:29:23 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6771#p6771</guid>
		</item>
		<item>
			<title><![CDATA[..shaders documentation..]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6770#p6770</link>
			<description><![CDATA[<p>..hi guys..i went trough forum, and i couldnt find details about shader creation/specifics, regarding Maratis..i know Maratis uses GLSL, but appart from that, there is no specific details related to shader creation for engine. Is there any tutorial/documentation for it ?</p>]]></description>
			<author><![CDATA[dummy@example.com (Naughty Alien)]]></author>
			<pubDate>Fri, 16 May 2014 07:35:12 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6770#p6770</guid>
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