What is the primitive typedef of half4 and half defined in Xoliulshader?
Want to use it in my D3D9 Project
Thanks
Jack
What is an half4 and half for Xoliulshader? gonna use it in D3D9?
Half primitives are usually half-precision (ie. 16-bit) floating point types, I'm not sure to which degree HLSL supports these (if at all) so a good alternative would be regular float primitives.
On old hardware, half will be a float with less precision, but possibly more speed.
On new hardware, half is treated the same as float.
On new hardware, half is treated the same as float.
What Hodgman said. On G70 & G60 hardware (and some Intel chips) it will faster (up to 2x faster).
But beware that if you're using new hardware, you may miss a few bugs. I've had a case where a half was overflowing it's 16-bit precision, but on new HW it worked correctly because it was just being calculated in 32-bit precision.
When we tried it on old HW (an nForce 6150 & an Intel Mobile 4 Series to be exact), all hell break loose; and had to change a few variables from half to float (and add a clamp statement for a few halfs).
But beware that if you're using new hardware, you may miss a few bugs. I've had a case where a half was overflowing it's 16-bit precision, but on new HW it worked correctly because it was just being calculated in 32-bit precision.
When we tried it on old HW (an nForce 6150 & an Intel Mobile 4 Series to be exact), all hell break loose; and had to change a few variables from half to float (and add a clamp statement for a few halfs).
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