Sorry, forgot to mention the context of this.
I''m developing a "LUA Vertex-Shading Language", to test out and debug very simple vertex shaders. I''m tentavely calling it LuShade.
LuShade on version 1.0 will have the following caracteristics:
- Its a per-vertex shader
- Its designed for very-low complexity meshes
- Has access to:
* Position
* Normal
* Color
* tUV1 (texture 1 UV coordinates)
* tUV2 (2nd texture)
* Matrices (usual transformation matrices)
* Parameters (user-defined parameters, like LightPosition for example)
- Has a dedicated vertex, matrix and shader-oriented function library, to access textures, perform dot products, etc...
As you can see in the above list, many of these variables are either a float4 vector or a float4x4 matrix, and I need information on using float-resolution variables under LUA, is it possible? I have only had experience with integers...
Don''t know if anyone is interested in LuShade, as i''m developing it to debug/test shaders in my own engine... if anyone is interested in lending a helping hand...
Anyways, all I need help with at this moment is:
- Arrays under LUA 5 "how to", on C++ side and LUA side
- Float-resolution variables under LUA 5.
Thanks for any replies
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