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Magos

Phong

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How come phong shading (D3DSHADE_PHONG) is not supported in DX? It's slow and perhaps not so useful, but still...

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The graphics industry is moving away from fixed function pipelines into programmable shaders. I doubt MS will be adding phong shading routines to DX. If anything, they'll start removing all the lighting models and just give you example shaders.

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Quote:
Original post by Grizwald
If anything, they'll start removing all the lighting models and just give you example shaders.

This is correct. If you have looked at the code to any of the D3D samples lately, you may notice that rendering is done entirely with vertex and pixel shaders. The FFP is undoubedtly being phased out, for good reason. Shaders are just so incredibly powerful. I'm not sure, but the FFP may be completely removed from D3D10. It definetly wouldn't surprise me.

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