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shader tool available

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I am reading shaderX book by wolfgang.It introduce many shader tool.but it is old,the book writed in DX8. some good tool website is unavailable(shader studio) So introduce me some good shader tool avaiable and popular.thanks

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Original post by Armadon
NVidia's FX Composer

Personally, I have always prefered FX Composer over RenderMonkey. In my opinion, the UI is much less convoluted and straightfoward. In RenderMonkey (at least when I was using it, which was a few months ago) there is an emphasis put on projects, while in FX Composer, you just open an effect and off you go.

I also know of people who just prefer to use Visual Studio as an FX editor, so it just personal preference. I recommend that you just try what's out there to see what you like.

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Original post by circlesoft
Personally, I have always prefered FX Composer over RenderMonkey. In my opinion, the UI is much less convoluted and straightfoward.

Agreed. FX Composer has a better UI but unfortunatelly no GLSL support. Is also has no Cg support, which is quite surprising since Cg is a NVidia creation actually. However, HLSL and Cg are pretty much the same.


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Original post by circlesoft
I also know of people who just prefer to use Visual Studio as an FX editor, so it just personal preference.

Is there a plugin actually, which adds realtime shader previews to MSVS? Never heard of any, though...

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Original post by circlesoft
I also know of people who just prefer to use Visual Studio as an FX editor, so it just personal preference.

** raises hand **

Gotta keep bugging the DX team to enhance it though [wink]

One thing to bare in mind with the VStudio tools is that the "Shader Debugger" you might see references to appears to have died with VS2005. My understanding is that PIXfW will be taking over much of it's functionality...

Jack

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Original post by jollyjeffers
One thing to bare in mind with the VStudio tools is that the "Shader Debugger" you might see references to appears to have died with VS2005. My understanding is that PIXfW will be taking over much of it's functionality...

That's really sad. The past few months, I have used the shader debugger *extensively* in my projects. They may say the "deep pixel" support in PIX replaces the debugging functionality, but in my opinion, it absolutely doesn't. Both the vertex shaders and pixel shaders I work with are complex, so it sucks to just have to guess at what is happening, without being able to step through it. Simply being able to query the write history of a certain pixel isn't enough.

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Is there a plugin actually, which adds realtime shader previews to MSVS? Never heard of any, though...

No, some people *cough*Jack*cough* are just so elite that they can pound out their shaders without even previewing them! (I bet its loads of fun getting your compiler errors at runtime though hehe)

Sometimes I just edit shaders in VS, if its just a quick change that I don't want to fire up FX Composer for.

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I can't remember precisely what it was about, but there was in gamedev news GLIntercept. With it you can debug your GL App and shaders. Maybe there is something like for DirectX.

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Original post by circlesoft
Quote:
Original post by jollyjeffers
One thing to bare in mind with the VStudio tools is that the "Shader Debugger" you might see references to appears to have died with VS2005. My understanding is that PIXfW will be taking over much of it's functionality...

That's really sad. The past few months, I have used the shader debugger *extensively* in my projects. They may say the "deep pixel" support in PIX replaces the debugging functionality, but in my opinion, it absolutely doesn't. Both the vertex shaders and pixel shaders I work with are complex, so it sucks to just have to guess at what is happening, without being able to step through it. Simply being able to query the write history of a certain pixel isn't enough.

Bare in mind that what I said is just based on a few bits-n-pieces I spotted over on the WGGT forums. A few people asked why the shader debugger wasn't working with VS2005, and (I think) Paul Bleisch suggested that they weren't going to push the issue as they're hoping that PIXfW would take over some of it's responsibilities.

Debugging the VS was a nice tool, but I could never get my head around debugging the PS via VStudio... just didn't make much sense to me. Deep Pixel analysis under PIX is definitely an improvement there (as I see it), but not sure what they can (or will) do with the VS debugger...

Quote:
No, some people *cough*Jack*cough* are just so elite that they can pound out their shaders without even previewing them! (I bet its loads of fun getting your compiler errors at runtime though hehe)

haha! I wrote some code this evening that exploded the D3DXCompileShaderFromFile() function... but the error handler dereferenced the ID3DXBuffer incorrectly when looking for error messages and brought the whole program down [oh] Learnt pretty quickly not to feed bad shaders into my code...

Jack

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