nVidia Cg toolkit was the go-to shader technology when Rigs of Rods was at peak popularity and most mods were made (circa 2010). But now it's just a proprietary burden that prevents us from migrating to new rendering APIs.
Yesterday there was a debate in Discord#development and while we pretty much agreed we can replace all shaders shipped with the game, we got stuck on the topic of shaders in mods: https://discord.com/channels/136544456244461568/189904947649708032/1150803634913808414. To get us moving forward, I need information: how many mods use them, what kind of mods that is, from what author(s), for what purpose(s), are there the same shaders reused? The point is to find use-patterns so we can devise a plan to convert the mods, possibly (semi)automatically.
At the moment, the only information I have is Mike's claim that "countless mods use them" and I know one mod in particular: The WindmillMountain terrain. It uses them to do custom texture blending on meshes to fake terrain on top of railroad tunnels (which are actually deep cuts in the heightmap, with mesh on top of them). The shaders are named "ET_*" which makes me think they originate in EditableTerrainManager (OGRE 1.6 and prior), but I didn't really investigate.
Our repo is big but not endless, and shaders get reused, so I'm sure we can pinpoint the troublesome ones in reasonable future.
Yesterday there was a debate in Discord#development and while we pretty much agreed we can replace all shaders shipped with the game, we got stuck on the topic of shaders in mods: https://discord.com/channels/136544456244461568/189904947649708032/1150803634913808414. To get us moving forward, I need information: how many mods use them, what kind of mods that is, from what author(s), for what purpose(s), are there the same shaders reused? The point is to find use-patterns so we can devise a plan to convert the mods, possibly (semi)automatically.
At the moment, the only information I have is Mike's claim that "countless mods use them" and I know one mod in particular: The WindmillMountain terrain. It uses them to do custom texture blending on meshes to fake terrain on top of railroad tunnels (which are actually deep cuts in the heightmap, with mesh on top of them). The shaders are named "ET_*" which makes me think they originate in EditableTerrainManager (OGRE 1.6 and prior), but I didn't really investigate.
Our repo is big but not endless, and shaders get reused, so I'm sure we can pinpoint the troublesome ones in reasonable future.