need picture samples of fixed function pipeline

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4 comments, last by taby 4 years, 11 months ago

i mainly made this thread to see if people can give me some specific limitations and / or advantages of using the fixed function pipeline with for example a directx 8.0a coded game vs pixel shader 1.3 and vertex shader 1.1. i really need some kind of picture or sample of someone using fixed function pipeline and how nice you can design elements in a game, particularly that of a MMORPG game. the only picture i've found is ogre's sample which i believe mentioned using the fixed function pipeline, being able to make relatively nice looking water, which would not have been possible in directx8 ( without fixed function pipeline of course, since directx8 does support ffp ). the only other reference i have is i think severance blade of darkness using fixed function pipeline for the reflective realistic water they had in the game, although i'm not sure the exact info, somewhere i read that the game only used directx 7.0 to render the water or graphics? 

also the picture i'm talking about is this one below for ogre-

https://en.wikipedia.org/wiki/OGRE#/media/File:OGRE_screenshot_01.png

so i was looking to find out more samples of pictures that have realistic lighting, water, shadows, etc, where only fixed function pipeline was used, and unfortunately, google hasn't given me anything other than the ones i mentioned. 

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I suggest finding a few older Windows games and API capturing a few frames of graphics as the game renders them. For example, Dark Age of Camelot is using D3D9 fixed function for its entire render, including water with reflection and refraction controlled by a fresnel term.

Made using OpenGL 1.x:

6_small.png

World of Warcraft (2001 [pre-alpha] to 2004), uses Direct3D 7 (or OpenGL 1.2/1.3 minimum as reference).

The minimum technologies was GeForce 2 (T&L), but, I think that works fine in a GeForce 256 or Riva TNT 2 (without T&L in the TNT).

There are here some screenshots from 2001 (Direct3D 7 or in the best case, Direct3D 8.0a):
http://web.archive.org/web/20020117163113/http://www.worldofwarcraft.com/WoW/ns/screens.shtml

Greetings.


EDIT: The Shrek's game (2001) for XBOX, was the first game to use Deferred rendering, and was using Direct3D 8.0a, so, you can made the water effect using normal mapping.

Link to autor of the Deferred rendering in Shrek's game on XBOX: 
https://sites.google.com/site/richgel99/index#TOC-Shrek-Xbox-and-Deferred-Shading

Computer Graphics programmer.

P.S. I have an OpenGL 1.x / C++ code that takes large screenshots (like, 100,000 x 100,000 pixels). The code can be found in main.h in the take_screenshot function:

https://github.com/sjhalayka/bezier_fractal

This way you can move beyond screen resolution into print resolution, so that you can make large posters that have 300 dots per inch. It's how they make print resolution artwork for the box and and magazine ads, and stuff.

Screen Shot 2019-05-16 at 1.46.30 PM.png

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