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#31 | ||||||||
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Kindred of Babble-on
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Join Date: Oct 2002
Posts: 2,583
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This could have been an interesting thread, but then ikir and MikeB started to babble about trolls, flamewars, etc, pushing the focus away from the real issue and destroying the positive atmosphere. Pity! :-x
MOOODERAAATORS!!! ;-) :-P :-D |
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#32 | ||||||||||
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Premium Member
Join Date: Mar 2002
Posts: 566
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#33 | |||||||||
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Premium Member
Join Date: Mar 2002
Posts: 566
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#34 | ||||||||
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Kindred of Babble-on
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Join Date: Oct 2002
Posts: 2,583
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@ Rogue
I second bloodlines question: Are you guys doing the work yourselves on this one? |
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#35 | ||||||||||
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Premium Member
Join Date: Mar 2002
Posts: 566
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Problem is, OpenGL 2.0's HLSL is quite C-like and versatile, so a lot of cards will not be able to compile these shaders properly - they may even contain loops and subroutine calls that everything except the P-10 cannot do at the moment, at least not in the scope that the HLSL defines (DX9 also defines loops and subroutine calls, but as usual imposes hardware/vendor-Specific restrictions on them. A DX 9.1 release for the next-gen graphics cards is sure to happen). |
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#36 | ||||||||
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Defender of the Faith
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@Rogue
Good work to all involved. |
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#37 | ||||||||
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Forums Moderator
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Join Date: Nov 2002
Posts: 3,393
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What do pixel shaders actually do?
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#38 | |||||||||||
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Premium Member
Join Date: Mar 2002
Posts: 566
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This is a rather straight port, but in the near future I'd like to take advantage of a few points that the new library system provides. Unfortunately, this was a weekend project and priorities are elsewhere :-) |
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#39 | ||||||||
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Defender of the Faith
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@Mikeymike
It is a graphics function that calculates out effects on a per-pixel basis as opposed to per-vertex. It is great for creating ambience, giving materials and surfaces that little something to make it that much more realistic. So, using pixel shaders, you can give that 3D rendered face a bunch of zits or some stubble that looks more realistic than before. |
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#40 | |||||||||
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Premium Member
Join Date: Mar 2002
Posts: 566
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Honestly, a pixel shader is a small program in a specialized language that is executed for every pixel in the primitive that the graphics chip wants to output. This way, you can control the appearance of your output at a very low level. Doom 3 uses these for example to calculate per-pixel lightning based on normal maps. The result looks quite spectacular. Other uses include fresnal reflection on water (where you can see the sky being mirrored in the distance but can see through the surface right before you), dirty-mirrors effects, and much more. |
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#41 | |||||||||
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Too much caffeine
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Join Date: Oct 2003
Posts: 95
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[edit] Damn Roge whipped me to it! :-)[/edit] both are "programs" which are executed for every vertex or pixel fragment that is processed by the card. for instance your vertex shade would take in the vertex x,y,z colour etc of the vertex. And a transformation matrix. The code in the vertex shader would then apply the matrix to the vert, and write out the result to specified registers/vars. Similar thing for pixel shaders, but you get texels from textures and so on instead of x,y,z... values. This gives programmers freedom (within reason) to do stuff as they want compared to the old fixed function type pipelines. I hope that made sense, if so Yay! for me! :-D |
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#42 | |||||||||
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Premium Member
Join Date: Mar 2002
Posts: 566
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@downix:
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#43 | |||||||||
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Technoid
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Join Date: Mar 2003
Posts: 205
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And now the race is on... let's see which OS gets Warp3D support for Radeon first. :-P P.S. Good work.
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#45 | ||||||||
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Defender of the Faith
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@TheJackal
Hey, I beat ya both to it, so 8P |
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