How to create a pipeline
The Untold Engine allows you to create a pipeline with the respective shader. The snippet below shows how you can create a pipeline:
//create a new pipeline U4DEngine::U4DModelPipeline *nonvisiblePipeline=new U4DEngine::U4DModelPipeline("nonvisible"); //Set the shaders used by the pipeline nonvisiblePipeline->initPipeline("vertexNonVisibleShader", "fragmentNonVisibleShader");
Once you have the pipeline created, you can apply to an object, as shown below:
//Create an object that will represent the map of the scene. This will be used for collision detection with walls by using raycasts U4DEngine::U4DGameObject *mapLevel=new U4DEngine::U4DGameObject(); //load the model information if(mapLevel->loadModel("map")){ //since we don't want to render the map, we just want to use the geometric information, we set the pipeline declared previously. The shader will make the object invisible. mapLevel->setPipeline("nonvisible"); //enable the mesh manager for raycasting collision detection mapLevel->enableMeshManager(2); //load the rendering information to the GPU mapLevel->loadRenderingInformation(); //add the model to the scenegraph addChild(mapLevel); }