As i posted this already in the generel discussion section, i post this topic by advice
in this section:
Hello, i am new to JME and considering using it for some own projects.
First i took a look at the Ogre3d engine and Ogre4j.
Ogre has this nice material language where you can bind predefined
materials in a text file to an entity (guess entity is what spartial is in jme).
is/will there be something similiar in JME?
would love to see this :)
in ogre its looking something like this:
material Material/SOLID/earthground.jpg
{
receive_shadows on
technique
{
// base pass
pass
{
// no lighting
lighting off
texture_unit
{
// We use the grass texture as the base. other textures are blended over it
texture grass.jpg
// Scale the texture so, that it looks nice
scale 0.1 0.1
// Only blend colour
//colour_op_ex source1 src_texture src_texture
}
}
// dirt pass
pass
{
// no lighting
lighting off
// blend with former pass
scene_blend alpha_blend
// only overwrite fragments with the same depth
depth_func equal
// alpha map for the dirt
texture_unit
{
texture alpha_dirt.png
// use alpha from this texture
alpha_op_ex source1 src_texture src_texture
// and colour from last pass
colour_op_ex source2 src_texture src_texture
}
// detail texture
texture_unit
{
texture dirt.jpg
scale 0.15 0.15
// alpha blend colour with colour from last pass
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
// .... further detail passes like the former one
// lighting pass
pass
{
ambient 0.5 0.5 0.5 1
diffuse 0.3 0.3 0.3
depth_func equal
scene_blend zero src_colour
}
}
}
its better explained in this wiki:
http://www.ogre3d.org/wiki/index.php/Materials
EDIT:
maybe i should reference this thread in the forum.
its about some kind of xml def. language:
http://www.jmonkeyengine.com/jmeforum/index.php?topic=940.0
personally i like more the pure text, ogre style (similar to quake3 or doom3 shader/materials).
xml is too much overhead in my opinion.