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it should take roughly 20 lines of C++ code to allow an arbitrary Canvas texture to be registered as a "material", at that point it could use shaders and effects | it should take roughly 20 lines of C++ code to allow an arbitrary Canvas texture to be registered as a "material", at that point it could use shaders and effects | ||
for example, if we looked at the effects map, we could use that to provide an API that allows a Canvas to be registered as a material, e.g. using something like: | |||
myCanvas.registerMaterial("myAirportMaterial") | |||
As long as that material/name is referenced in materials.xml that should work, shouldn't it ? | |||
As far as I can tell, that would be the most straightforward/easiest way to hook up Canvas and effects - i.e. treating a Canvas texture as a material. | |||
== Motivation == | == Motivation == | ||