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<0> Does anyone have any tips or links to help me understand when to use multiple techniques or p***es in an effect file? <1> that's entirely up to you <1> but techniques are collections of p***es <1> and you can validate a certain technique on your device <1> making sure it's compatible <1> (and each p*** is a state configuration, with a certain vs, ps, certain renderstates, samplers etc) <0> Yes I've read that p***es help you manage state, which I presume is a performance optimization <1> hm <1> that sounds confused <1> they're just certain setups of the pipeline <1> look at some of the fx files that come with the sdk <0> I will, but... <0> Can you give me an example of what I might do in multiple p***es? <0> Can a subsequent p*** receive data or pixel color information from the previous p***? <1> they're independent unless your c++ code does something special <1> but e.g.
<1> maybe you have a p*** for normal rendering <1> and one for rendering into the shadowmap <1> and the .fx file might be a "material" <1> the techniques could be fallbacks for different hw support <1> like one technique for shader model 2.0, one for 3.0 etc <0> I don't really care about multiple techniques right now <1> ok :) <0> I'm more interested in what I can do with multiple p***es. <1> well for instance <1> i draw my terrain in multiple p***es <1> i might have: <1> p*** FirstP*** (etc) <1> p*** NextP*** (etc) <1> and FirstP*** has alpha blending turned off <1> NextP*** has it on <1> with the same shaders <1> so i dont have to set up those renderstates manually from the c++ code <1> and then i draw e.g. four p***es... using FirstP***, NextP***, NextP***, NextP*** <1> (i don't want the first one to blend with what's in the frame buffer) <0> Does every p*** have to have a vs and ps explicitly ***igned to it? <1> i'll say yes because i can't remember <1> :) <1> you can set them to null though <1> but that turns off shading just like it would in the D3D API <1> no you dont need it actually <1> hell i have a world.fx file with the "global state" i need <1> so i do worldEffect->Begin()/BeginP***() ... render everything with material .fx'es ... worldEffect->EndP***()/End() <1> nested(!) <1> and the world.fx p*** is just a bunch of defaults <0> hmmm I see <0> I guess I need to study the different state options that can be set <0> I'm just learning <1> ok :) <0> I want to do some stuff with XNA but this HLSL stuff is such a sidetrack <0> I hate HLSL :( <0> Hopefully a simplified architecture will be forthcoming soon <1> huh <0> Next I have to figure out how to build shaders from fragments <1> don't use fragments <1> that's going away <1> afaik there's no fragment linking in d3d10 either <1> http://rafb.net/p/0nVyEa36.html <1> some examples of p***es here... my default material <0> cool I'll check them out <0> I'm also confused about the lighting and texture stage stuff <0> I've been doing some reading <1> texture stage states are deprecated when you use shaders <1> and lighting states too <0> that's all fixed function pipeline stuff? <1> yup <0> So the best practice is to manually write lighting and specular equations into your shaders? <1> yes definitely <0> I don't understand why fragments would be going away. I thought fragments are the mechanism that enable you to build custom shaders at runtime... such that I could create a user interface for example which allows a user to select which shader components are desired (such as specular for example) and then build a shader that only uses the required code snippets <1> yeah i'm doing that with literal parameters instead <1> see those Enable_Foo's? <1> i mark them literal with ID3DXEffectCompiler <1> which means they "compile out" <1> and i can do <1> if( Enable_Specular ) { color += CalculateExpensiveSpecular(blah); } <1> for instance <1> and that just compiles out if it's false
<1> uniform bool Enable_Specular; <1> can do the same thing with lightsource count etc, and just use a for loop <0> Hmmmm <0> Is that going to be the new recommended way of doing this instead of fragments? <0> It's odd because the MDX SDK has examples for fragments but not the other method as far as I know. <1> MDX is a big hack <1> and yeah <0> lol <1> these if's also enable you to make use of hardware branching in the shaders, if you want to <1> very simply <0> Well the SDK seems to advocate fragments for native code as well <0> Would you say that p***es also help you avoid exceeding instruction count limits? <1> hm they can <1> you could break up stuff into multiple p***es <0> ok <0> I've also had no luck in trying to find information about all the possible data that can be included in X-files or FBX files. <0> I know X-files can contain info for textures, materials, and animation <1> documentation is pretty nonexistent <1> .x files are very old but can be extended with "templates" <0> I've tried exporting x-files with a couple of different tools, but then when I load my mesh into the mesh viewer, the textures don't show up <1> thats probably just a path problem <1> have you seen www.ziggyware.com for xna stuff btw? <1> ziggy in #gamedev runs it <0> no I'll check it out <0> Do I have to manually edit the x-file to fix the path problem? <0> x-files can be text or binary format right? <1> mmm well that's one way <1> yes <0> I feel it's also possible that my textures are not showing up possibly because I'm not setting them up correctly prior to export <0> Have you devised a workflow for yourself that generates good x-files with properly pathed textures? <1> well yeah <1> we use this btw, http://www.andytather.co.uk/Panda/directxmax.aspx <0> yay another exporter to play with <0> is it free? <1> sure <1> there's also the kilowatt thing <1> haven't tried it though <0> Are you a professional game developer? <1> not yet :P <0> :) <0> So you use Max to make all your models? <1> yeah <1> but i'm not an artist ;) <0> looks like that exporter is only for Max which I don't have :( <1> yup <0> question <0> if your textures are referenced properly in the x-file, are you supposed to be able to render them out properly with alpha blending, etc, using a simple for loop? <0> The only way I've been able to get my textures rendered is by hardcoding the texture file names into the app and p***ing the textures to the shader and having the shader explicitly alpha blend them <0> well I guess you are busy... thanks for the info aav <1> Dazed, ah sorry <1> dunno what you mean <1> if there are no specific paths in the x file, they ought to work if they are in the same dir as the x file <0> ok <0> I'll figure it out eventually I suppose <2> Hello <2> I am thinking about buying a new system and this is a silly question but - I cannot run dx10 code on something like an ATI 1950XT right? I need at least an NVIDIA 8800 ? <3> okay... i'm little stuck... <3> i have vertexdata, vertex buffer and all... but i need to fill the buffer with my vertexdata <3> and that's where my knowledge ends <3> and i can't find any advice from tutorials that could help me... :( <4> lock the buffer, and fill the references array with your vertex data <4> -s+d <4> at least thats how im doing it with dx7 :( <3> is the locking a must? one my friend said that it's very slow :P <4> well, yes <4> you CAN just throw an array of vertices at the card, but if you want to use buffers you have to lock it before you use it, afaik <3> /lock buffer (NEW) <3> pQuadVB->Lock(0,sizeof(pData),(void**)&pData,0); <3> /copy data to buffer (NEW) <3> memcpy(pData,aQuad,sizeof(aQuad)); <3> /unlock buffer (NEW) <3> pQuadVB->Unlock(); <3> ups sorry :/ <3> i hate screen...
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