custom DrawStyle w/ GLSL

I need to create my own DzDrawStyle in which I can use my own GLSL shader code.     Extending DzDrawStyle is straight forward enough, but I don't see where I can pass in my own GLSL vert/frag shader.      Calling DzDrawStyle::shader() returns null for the various DrawStyle-derived classes I've tried extending.  

I see GLSL shader methods in DzOpenGLShader, but I'm not sure how to connect it to my custom DzDrawStyle.     Can someone point me in the right direction here?

It looks like this is doable (see this video, sadly without example code : 

).    

Thanks!

 

Comments

  • mjc1016mjc1016 Posts: 15,001

    Yeah...that's an oldie.  That's from back in DS3 times. 

  • MythmakerMythmaker Posts: 606

    If only I could script I would make Textured Draw mode have some AoA occlusion

    and the realtime Toon shader have some openGL shadow, however crappy lo-res

    Some shadow is better than no shadow, character and props floating in the middle of nowhere like in 1998 eeeks

  • mjc1016, do you mean its no longer possible to use custom GLSL shaders in the viewport?

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