Thaumaturge:
I don’t think that it generates shaders unless one actually activates the auto-shader–and that can be done on specific nodes, if desired, allowing control over where shaders are made.
And beyond that, the auto-shader allows the developer to not worry about shaders, should they so desire; if the developer just wants standard shaders for their scene, Panda allows them to get that without having to make their own.
Reading your message, for some reason, I remembered this post.
Hi all,
I am loading some models asynchronously and it works splendidly. I need to have shadows in my scene and so I’m using Panda3d’s shadowCaster system. This means that I have to use the auto shader: render.setShaderAuto, which also means that even though the model is loaded asynchronously, there will be a noticeable chug when a model is first added into the scene as explained by David:
My question is, is there any way to circumvent this, while still using the auto-shader, since the time D…
I came up with another life hack to overcome this, if you don’t use culling nodes, set the camera’s field of view to 90 degrees before starting the game and rotate 360 degrees along the X and Z axes.