| |
| |
| |
|
Comments:
<0> Real developers use the right tool for the problem :P <1> hehe <2> hey hal <2> :) <3> anyone know if theres a chan spefically for hlsl or sm3 discussion? <4> gentry <5> thoughts on this: i have a static memory buffer that contains all my vertex information, i also have 'span lists' that indicate what textures/materials/lights/transforms are ***ociated w/ each span list...my plan is to sort these span lists as they are initially fragmented into an optimized version via some heuristics (ie its less expensive to change materials than textures so i process by textures)...good idea/bad idea? <2> risis: is your plan to do this realtime. or sort of 'offline'? <5> realtime, this is sort of my idea for the pipeline
<5> sorry was reading effective c++ book <5> there anything floating around out there that discusses the cost of operations along the directx pipeline? <5> wow i left here..got some lunch, feed my dogs and still nada heh <6> ;) <7> nice find: www.xmission.com/~legalize/book/preview/poster/index.html <6> that is so old <6> ;D <7> one mans junk is another mans treasure :D lol <7> now if i could only find some metrics <1> whats the best resource to pickup some info on shaders these days? <1> I still haven't written any, might be time to play with em, got a worthy vid. card now <8> :O <8> you can play with vertex shaders without a card <8> and it will still run fine <8> I just disected the animation shader that comes in the SDK <8> it was a pretty good start <8> a book would be nice tho <1> i suppose <1> people mostly use high level api for shaders these days no ? <1> i'm looking at glsl but that obviously wont work for directx ;| <7> are there some indepth technical discussions as to 'why' certain things are setup the way they are along the pipeline? <7> i'm having a hard time making architec decisions and i think its a lack of my understanding concerning how data is pushed along the pipeline and where resources are stored in memory <1> hmm, i will figure the accum buffer effects out better before playing with shaders <9> How do you load a shader? <10> a what though? <11> what exactgly <11> -g <1> whats up aav ;) <11> hey hey ZeZu <11> just got home <11> making some coffee i think <11> you <11> ?
<9> Is there a managed directX channel or does this room cover that too? <1> trying to figure out these bump maps <1> i'm entirely confused ;) <1> i understand the small bit of math for calculating the angles, but it gets a value T from somewhere and doesn't explain where <9> Eh I'd just like to learn how to load a shader :( <11> Jinron, i dont know managed dx... but yeah we cover that too here <11> ZeZu, T is probably the tangent vector <11> basically you want a "tangent basis" at each vertex <11> that's a (possibly) orthonormal coordinate system at each vertex <1> makes sense i guess, i get two unsigned bytes per texel, both are for an angle <11> it's formed by the vertex normal, and two vectors that are aligned with the direction of the U and V texcoords in model space <1> one is 0-90 and one is 0-360? <1> S,T <11> eh <11> what is this? <11> S,T sounds like texcoords more <11> is this for the emulator? <1> and i get a Q per vert <1> yes <11> ah <11> guess you'll have to look it up in DC docs then :) <11> sounds a bit odd <1> I am looking at the docs <11> are they normalmaps? <1> well you can an intensity level i guess <11> or are they some kind of perturbation maps <11> intensity level hm <1> (1)Bump Map parameters: K1K2K3Q (light source vector data) <1> (2)Bump Map texture: SR (texel normal line vector data) <11> sounds more like emboss maps <11> hm <1> yes it looks like emboss maps tbh <11> ok so they are normals <11> hm <11> ok <1> indeed <1> they are true bump maps it would seem <1> but dont look it <11> hmms
Return to
#directx or Go to some related
logs:
#visualbasic it is ridiculous to claim that computer games affect children #firebird SWCWABE simscan vmailmgr #qmail kenny jonssen
#gentoo #computers #beginner
|
|