What is the primitive typedef of half4 and half defined in Xoliulshader?
Want to use it in my D3D9 Project
Thanks
Jack
What is an half4 and half for Xoliulshader? gonna use it in D3D9?
Started by lucky6969b, Nov 09 2012 09:07 PM
4 replies to this topic
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Posted 10 November 2012 - 12:34 PM
What Hodgman said. On G70 & G60 hardware (and some Intel chips) it will faster (up to 2x faster).
But beware that if you're using new hardware, you may miss a few bugs. I've had a case where a half was overflowing it's 16-bit precision, but on new HW it worked correctly because it was just being calculated in 32-bit precision.
When we tried it on old HW (an nForce 6150 & an Intel Mobile 4 Series to be exact), all hell break loose; and had to change a few variables from half to float (and add a clamp statement for a few halfs).
But beware that if you're using new hardware, you may miss a few bugs. I've had a case where a half was overflowing it's 16-bit precision, but on new HW it worked correctly because it was just being calculated in 32-bit precision.
When we tried it on old HW (an nForce 6150 & an Intel Mobile 4 Series to be exact), all hell break loose; and had to change a few variables from half to float (and add a clamp statement for a few halfs).
#5 Members - Reputation: 412
Posted 11 November 2012 - 04:49 AM
Okay, thanks. I'll take thorough thought about it. Another question is do you guys know where the shadowmap function (the functor is pointing at) is? I guess it is in 3ds max, but can't find it anywhere
Thanks
Jack
Thanks
Jack
Edited by lucky6969b, 11 November 2012 - 04:50 AM.






