Limitations on Vertex Programs Attributes?
I am trying to access 13 texture units with a VP and FP and after I use 8 texture units I get a black screen? I thought you had access to 16 texture units with 6800GT videocards?
I guess I need a clear up what is "Swizzle"? Are there any limits to swizzle in a VP/FP? I am just trying to get an idea what might be wrong. BTW are there any programs out on PC that allow one to code VP/FP in a IDE like Rendermonkey or FXComposer.
A swizzle is this:
Vec1= Vec2.xxyy;
translates to
Vec1.x = Vec2.x
Vec1.y = Vec2.x
Vec1.z = Vec2.y
Vec1.w = Vec2.y
and
Vec1 = Vec2.zxyw
translates to
Vec1.x = Vec2.z
Vec1.y = Vec2.x
Vec1.z = Vec2.y
Vec1.w = Vec2.w
i dont believe that has anything to do with your problem, your probably just running out of texture stages, by the way, in vertex programs i dont believe you can access textures
hope that helps
-Dan
Vec1= Vec2.xxyy;
translates to
Vec1.x = Vec2.x
Vec1.y = Vec2.x
Vec1.z = Vec2.y
Vec1.w = Vec2.y
and
Vec1 = Vec2.zxyw
translates to
Vec1.x = Vec2.z
Vec1.y = Vec2.x
Vec1.z = Vec2.y
Vec1.w = Vec2.w
i dont believe that has anything to do with your problem, your probably just running out of texture stages, by the way, in vertex programs i dont believe you can access textures
hope that helps
-Dan
Quote:
in vertex programs i dont believe you can access textures
With a GF6800GT I believe he can ;)
But anyway, MARS_999, maybe show us the shader? As Ademan555 said, I dont think swizzling has something to do with how many texture reads you can do :) , if you show us the shader, we might be able to see whats wrong with it.
No, im pretty sure that the limitations on texture access are determined by the language not the card, and thats one of the main reasons people use GLSL, because Vertex programs (refering to the ARB_vertex_program extension) cannot access textures, unless they have updated it, which I am unaware of
hope that helps
-Dan
hope that helps
-Dan
well, its determined by both the language and the card, GLSL might well let you access a texture in the vertex program but try it on an ATI card and it will either fail to compile or dump you back to software faster than you can say 'wtf happened to my fps??' [wink]
I was wondering about that with VP 1.0. I am assuming they would have to update the extension to support PS3.0 features. Anyway thats not what I am doing but you guys answered that question which I had thought about. I will let you know if I fix my problem looking at it now....
Quote:Original post by MARS_999
I was wondering about that with VP 1.0. I am assuming they would have to update the extension to support PS3.0 features.
afaik the only way to do a texture look up in vertex programs atm is to use GLSL or NV_vertex_program_3
Quote:Original post by _the_phantom_Quote:Original post by MARS_999
I was wondering about that with VP 1.0. I am assuming they would have to update the extension to support PS3.0 features.
afaik the only way to do a texture look up in vertex programs atm is to use GLSL or NV_vertex_program_3
Hey Phantom... Well I got it to work finally. I fixed the problem and moved on to the next thing... Thanks all.
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