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Wixner

DXSAS 1.0

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It's obvious that DXSAS could be a very powerful tool, but why in the seven hells isn't there proper documentation? I've been looking into DXSAS for some days now, and have no idea where to start implement support for DXSAS 1.0 shaders in my engine. I've glanced through MS documentations and the samples on nVidias developersite, but both of'em seems to differ in "standard-ism" D'd be very pleased if someone could hint me where to start implementing DXSAS

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hehe, yeah - you're not the first person that I've seen expressing similar sentiments [lol]

Might be a bit late in the day for SAS in D3D9, but given the increased emphasis in D3D10 maybe it'll be a more viable solution in the future..

I've not personally dug into it, but from what I understand the dxviewer tool in the SDK is SAS-Compliant. Have a look at %DXSDK_DIR%\Utilities\Source\DxViewer\ - all the source code is provided. Provided it's in a readable state then it could prove to be a useful (working) reference.

hth
Jack

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Hmm. I will take a look at that as soon as I can get my hands on it. I really hope that microsoft and the IHV takes the DXSAS standard seriously so we don't need to bang our heads bloody to the wall when we're writing shader systems...

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I love the concept of SAS, so I've got my fingers crossed it'll mature into a nice addition to HLSL/Effects.

Purely speculation on my part, but I think it will feature more rather than less in the future. At it's core SAS is a way of annotating effects so that you can get (in theory) seamless interchanging of effect code, data and configuration.

I'm pretty sure 3DSMax supports SAS, as does FXComposer (not sure about RenderMonkey though) and obviously the final graphics engine / technology should support it. That's near enough the full length of the production pipeline. Conveniently that's also not far off the XNA goals of unifying/simplifying the production and content creation pipeline [wink]

Given that the real drive for XNA is only just beginning (see GDC'06 announcements), I'd expect a lot more to come.

Cheers,
Jack

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Ohyeah, the concept of using shaders that has been used during the creation of the environment in my own engine is the main reason I can't finish anything ;P.

If we just could get a cross-platform unified shader-language I'd be soooo happy :)

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Guest Anonymous Poster
FXComposer uses DXSAS v0.85
3DSMax uses a subset of v0.85

Since then Microsoft worked hard to clean up and simplify the spec which we see used today in DXViewer and their Maya plugins. (v1.0). This is certainly the easiest to impliment and understand but it lacks the scripting system that existed in the prerelease v0.85. ...I wouldn't be surprised to see tools eventually mix&match v1.00 scene binding and UI with v0.85's scripting

btw Cg lets you work in DX and GL

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