RenderMonkey Plugins
[Asset Toolchain (Import / Export)]
Overview
RenderMonkey is a rich shader development environment for both programmers and artists which facilitates the collaborative creation of real-time shader effects See the following link for more details: http://www.ati.com/developer/rendermonkey/index.htmlNebula RenderMonkey Plugins provides seamless workflow between Nebula and RenderMokey.
Installation
Requirements
RenderMonkey version 1.6 must be installed with the SDK. You can download it from the following ATI's site - http://www.ati.com/developer/rendermonkey/downloads.htmlProject Settings
Due to the limitation of the Nebula's build system facilities(i.e. setting for MFC), you need to manually set some of the project settings to build the plugin.The following steps show the project settings of the plugin building setup for VC++ .NET (Setup for Visual Studio 6.0 also can be found in the SDK document provided with RenderMonkey):
1) Open the project settings.
2) Configuration Properties -> General Properties
- Character Set -> "Use Unicode Character Set"
- RenderMonkey uses unicode. If the character set is not to set to unicode, wrong characters will be shown in file type combobox of file dialog. And Nebula2 uses ansi character set so any characters which passed from RenderMonkey - it is wide character set - to Nebula2 API should be converted to MBCS(multi byte character set).
- set "Use MFC in shader DLL"
3) Configuration Properties -> C/C++ -> General Properties
- Additional Include Directories must contain RenderMonkey's SDK include directory.(This path can be an absolute path or relative path)
4) Configuration Properties -> C/C++ -> General Properties
- Runtime library must be set to "Multi-threaded DLL"
5) Configuration Properties -> C/C++ -> Language Properties
- Treat wchar_t as Built-in type must be set to "No"
- Enable Run-Time Type Info must be set to "Yes"
6) Configuration Properties -> Linker -> General Properties
- Additional Library Directories must include RenderMonkey's SDK library.(This path can be an absolute path or relative path)
- Set
libcd.libto ignore libarary.
Lastly build and copy the plugin from $nebula2/bin/win32/(or /win32d) to $RenderMonkey/plugin directory.
Project Debugging
Under Configuration Properties -> Debugging.Set Command to point to RenderMonkey.exe (which is found in directory where you intalled RenderMonkey).
Set Working Directory to RenderMonkey's installed directory(the same directory as above).
See the SDK document provided with RenderMonkey for other setup such as Visual Studio 6.0.
(c)2005 Kim, Hyoun Woo