6bfcc28010Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
11 years ago
Lasse Öörni
0bcb95e6a2Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.
12 years ago
Lasse Öörni
570c48c5cfAllow to use RGB normal maps. Different material techniques are used for xGxR normal maps.