Game Engine Programming 077.2 - Asset bookkeeping and metadata
Автор: Game Engine Series
Загружено: 2025-05-09
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In the previous video, we added the material asset type and used the shader compilation in order to create and save a material that can be used as a default material. When we want to use a material for rendering, the shaders that belong to that material as well as any textures that are going to be sampled by those shaders, have to be uploaded to the engine. We also need to provide the engine with this information in order to create the material itself. We've already seen how shaders are sent to the engine, and from our test application, we know that we have to call the create_resource function in order to upload assets of any type. Now we want to use the editor to do this instead of hard-coding it.
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by Arash Khatami
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