History: -HLMS
Source of version: 5 (current)
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__HLMS - High Level Material System__
A next-generation material generation system developed for Ogre 2.1 (backport to Ogre 1.10 is under development - ETA: Q2/2015). It replaces the [Real-Time Shading System|-RTSS].
__Relevant links:__
*[http://www.yosoygames.com.ar/wp/2014/05/a-glimpse-of-whats-comming-to-ogre-2-0-final/|Early outline of the HLMS] (at that point in time envisioned for Ogre 2.0)
* [http://www.ogre3d.org/2015/02/09/ogre-2-1-now-publicly-available-previously-dubbed-azdo-branch|Public release of v2-1 branch with HLMS]
* [http://www.ogre3d.org/2015/02/10/hlms-pbs-online-editor-sponsored-by-coderabbit-gmbh|Online WIP asset viewer using HLMS]
* [https://bitbucket.org/sinbad/ogre/src/tip/Docs/2.0/Ogre%202.0%20Porting%20Manual%20DRAFT.odt?at=v2-1|Ogre 2.x Porting Guide]
__Common mistakes:__
HLMS (Q2/2016) requires that the hlms preprocessor has to immediately followed by parenthesis (if any).
{CODE(wrap="1", colors="glsl")}@piece( a_custom_name_of_piece)
@piece ( a_custom_name_of_piece){CODE}
The first is a valid syntax, while the second is not.