I had the rendering of text and UI elements, and also debug / schematic rendering based on the SetShader(NULL), which fell back on the fixed function pipeline of the driver/card, but this thing is gone in DX10 and beyond, so I said bye bye to FF, and added a new ‘basic’ shader that only can render unlit simple stuff, colored and textured/untextured primitives, now the engine is really full shader based.
The engine has a console with commands that can be registered in C++ and script code, and also it has a global variables system, which can be created dynamically or from the engine.setup.xml or from C++/script code, the variables are Variant objects holding any kind of data from numbers to strings (is there any more ?
)
nytro::engine::setGlobalVariable( "yeah_someGlobalVar", 2.0f ); nytro::engine::setGlobalVariable( "someGlobalVar2", "HAHA!" ); nytro::engine::setGlobalVariable( "someGlobalVar3", 123 ); Variant val = nytro::engine::getGlobalVariable( "yeah_someGlobalVar", 2.0f /*default*/ ); or float32 val = nytro::engine::getGlobalVariable( "yeah_someGlobalVar", 2.0f /*default*/ );
