|
||||||||||||||||||
Add Forum to Favorites | Send Topic To a Friend | View Forum FAQ | Track this topic |
Last Thread Next Thread ![]() |
| Introduction to Shader Programming Part IV: Programming Pixel Shaders |
|
![]() wolf XNA/DirectX MVP Member since: 1/8/2000 From: Carlsbad, CA, United States |
||||
|
|
||||
| I currently think about doing a Cg version of some of the tutorials with one restriction: ps.1.4 is not supported by Cg. What do you think ? Wolf |
||||
|
||||
![]() jollyjeffers Moderator - DirectX and XNA Member since: 3/16/2000 From: London, United Kingdom |
||||
|
|
||||
| sounds like a good idea to me nice work on the previous articles. Jack; www.DirectX4VB.Com www.f1cm.co.uk |
||||
|
||||
![]() Jaltz Member since: 1/7/2001 From: Australia |
||||
|
|
||||
| Actually Cg versions would be good, I attended the Cg classes at Siggraph and picked up your book ShaderX which I must say is the single best reference on Vertex/Pixel shading around. As for ps1.4 well, its going to be gone soon enough, 2.0. And since most people have 1.1 installed it probably is more important to have 1.1 shaders working. Keep up the good work. Jaltz [edited by - Jaltz on August 9, 2002 6:18:41 AM] |
||||
|
||||
![]() wolf XNA/DirectX MVP Member since: 1/8/2000 From: Carlsbad, CA, United States |
||||
|
|
||||
| Jaltz, ps.2.0 hardware will support ps.1.4 too. So while ps.2.0 is not released, the most advanced standard supported in all upcoming graphic cards is ps.1.4. But you are right regarding the market share of ps.1.1. As the least common denominator it will have the biggest marketshare in the next couple of years ... until someone decides to remove ps.1.1 from the DirectX spec. I am currently evaluating the Cg path. BTW.: Shader tutorial #5 can be found on my website www.direct3d.net. - Wolf |
||||
|
||||
![]() Chang Member since: 10/12/2002 From: Canada |
||||
|
|
||||
quote: ps 2.0 assembly is greatly different from the previous ps. Cg will make the codes much more understadable. Chang |
||||
|
||||
![]() garrett0168 Member since: 2/29/2004 |
||||
|
|
||||
| In your vertex shader code, you have m3x3 r3, v8, c4 m3x3 r5, v3, c4 mul r0, -r3.zxyw, r5.yzxw; mad r4, -r3.yzxw, r5.zxyw, -r0; But this gives errors since the w component is never initialized. Just wondering if it's necessary to have it in the mul and mad instructions. |
||||
|
||||
All times are ET (US)![]() |
Last Thread Next Thread ![]() |
|