I take that textures added through annotations get cleaned up properly ?
Well, that would just complicate thing IMHO, having multiple versions of the same shader floating around and such. The best course of action would be to pick a name and stick to it.
EDIT: I've almost completed the support plugin. As of now, it loads all known ( and existing ) shaders on game load. The options menu can be used to shader individual shader variables and turn on/off loaded shaders. Variable input is handled by a text input menu. Is there anything else that's required of the plugin ?
PS : Writing data over the PCIE bus seems to be slower than I imagined it would be.
I agree for the 'one shader, one name' rule - and it should be kept shortish and as obvious as possible. The only one that changes ATM is the Godrays, which IMHO should just be called Godrays.fx. All the others have pretty decent names.
Plugin features look good, all we need is the ability to change shader variables and toggle them from in game. We can then put together a giant readme on what variables do what, taken from the comments in the shaders themselves, so people can easily find out. Perhaps at a later date this could also be made into a series of Cobl Guide Books, but that's not really important for now.
I take it that other plugins could piggyback this one to change things too, and that it's a master for this purpose (kinda like how ScreenEffects worked, but not doing any fancy mixing of inputs)?
Yep, OBGEv2 is only post-processing ATM.
Maybe it is better to convert all previous released OBGE and OVEP Shaders and Mods to the new OBGEv2 standards. There are obviously lots of people that "can't read" the stuff about making the modifications them self's. They can only post these annoying complaints about stuff not working because they choose the easy way to do it.
No offence to the people that "can't read" but maybe we need to help them a bit more before more of those dudes show up.
That's been fixed already in OBGEv2's next version, the changes will no longer be needed.