Hey guys!
So as this is my first post, I would like to say hello to everybody …
… and dive directly into my question.
After playing around for a while with OpenGL, I finally managed to setup my own little graphics engine. Until now everything runs well. But - texturering is the next big thing to come.
I really don’t like the engine to have plain images as textures so I am really going into all the special material stuff (or at least I plan to do so ).
So I am really concerned about how to organize this stuff. How do you guys handle huge shaders (as they sure will be)? Is it better to develop shader’s that get some state-variables (for example b_MaterialHasSpecularMap = true) and compute all the stuff depending on these variables or is it no problem if I have shaders for every single material type?
I don’t worry much about the code but as the title says, I am not sure about GL’s beheaviour on an increasing number of shaderprogramm switches.
Any hint on this topic anyone?
I would appreciate any help!
thanks!
Ivan