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<0> screenshot? <1> but i guess on a TV at low res <1> well, they dont work so its kindof hard ;| <1> your dcc open ? <1> I can send you a small doc w/ just that segment ripped out <0> yeah dcc <0> http://www.dcemu.co.uk/vbulletin/showthread.php?t=2779 <0> that PDF seems to explain it <1> nice <0> i guess the normal is expressed as two angles then <1> yes <0> wtf is .docx? :P <1> just .doc for the new word i guess <1> i have that new beta m$ gave out <0> oh its their xml format <0> i can't read that
<1> if it doesn't work as normal .doc <1> ok gimme a sec <0> but that pdf seems to describe the particular implementation in the PVR chip <1> yea i'm reading it now <1> I see how they've packed in the data, but what i dont know is how to render it properly i guess <0> so it seems you can use the two angles per texel, and the parameters given per triangle to calculate modelspace normals <0> yea <0> are you making use of shader hw? <1> I plan on it, i haven't so far <0> hm too bad <0> would be much easier with it <1> I'm thinking it may be the only way for this <0> well <1> but i dont know about hw dot3 how that works <0> it seems to be some type of DOT3 <0> and you can probably get TSS DOT3 to work with a lot of m***aging <0> but <0> easier with shaders <1> is there any high level shader lang that works w/ both d3d and GL ? <1> Gg maybe? <1> Cg* <0> Cg yes <1> I'll look into that then, nvidia will i'm sure have quite a bit of docs/examples <0> yeah <0> i don't like it much myself, but meh :) <1> yea <0> at least a numbe rof version ago, Cg was pretty shoddy <1> what else is there other than glsl which i've looked at briefly <0> HLSL for d3d <0> but yeah just use Cg, you dont even *need* to use the Cg APi if you dont want to <0> you can compile to register combiners even afaik <1> hehe <0> :) <0> http://moosehill.se/index.php?page=ps2rc/ps2rc.php <0> tool i made long ago <0> i doubt its that useful anymore <0> but it worked for PS 1.1 level stuff <1> well i'll surely look into it, probably use one frag. shader for my specular offset, fog, bump maps and modifier volumes, if i understand them correctly <1> maybe specular and fog goes into the vertex shader <0> the prob with GL fragment shaders are theyre SM 2.0 and up <0> so you need to use reg combiners and other **** for PS 1.1 level stuff <0> (iirc) <1> yea, i'm not going to mess w/ 1.1 i hear its pretty ugly <1> 12b integers etc <0> its not *that* ugly <0> 9 bit :) <1> hehe <0> 8 bit on both sides of the 0 <0> ZeZu, you can't really afford to do those sin's and cos's though <0> so i'd recommend somehow converting to xyz vectors as early as possible in the pipe <0> well unless you take the hit from this form: <0> sin(s)sin(t) + cos(s)cos(t)cos(r-q) <0> that would be three sincos()'s <0> ive no idea how many real instructions that macro expands to though <0> its not a native instruction i *think* in ps2.0 <0> i believe it unfolds to a taylor expansion <0> and you get both sin and cos from the calculation <0> but.. <0> still expensive <2> sincostanomgwtfbbq(); <2> bbqomgwtf();
<2> (less expensive) <0> :) <1> aav, yea i convert it once afaik <1> err <1> actually that really wont work will it? the lighting will change each frame <0> you have to be a bit clever with how you convert but yes <0> however dont you 'collect' your geometry every frame anyway? <0> you might do it on the CPU or you could get a win by doing it in the VS <0> (however the texture you have to convert on load or something) <0> like, convert to a normal vector rep instead of those angles <3> man, this is insane.. http://www.theledger.com/apps/pbcs.dll/article?AID=/20060623/NEWS/606230389/1039 <4> ftp://zphreak.kicks-***.net/Amy.jpg <4> where be da lake at? <4> a small town in floridaz? <0> that link isnt working Ghaleon <4> I do not supports extended p***ive modez <5> what does that mean Ghaleon? <3> Ghaleon: ya tried dx10 bud? <4> nah <4> StLucian: I don't know what extended p***ive mode is... but I'm guessing aav's client tried to use it <4> for accessing the FTP site <5> hnmmm.... well sounds odd.... <5> i guess whenever aavZzz get around again they can explain <6> if i wanted to chose a file format that already had a number of exports available that supported animation what would be a good choice? i dont have any art guy sworking with me but id like to have some tools in place to import their work no clue what their opinions would be <3> .X if your a newbie <7> i have just download directx 9 sdk , i have .net 2.0 and visual studio 2005 i am not able to refrence directx like i could in .net 1.0 using VS 2003 <8> What is a Fixed function pipeline? I was going to learn directX but a lot of people are telling me to stay away from fix function pipelines cause they won't be in DX10 <6> how do i decide what vertex format is best to use in my situation. i have no foresight/experience, so do i use one from the directx sdk or should i use a custom format? i am anticipating having to rewrite portions of code if i pick one that does not have enough information as i add features <1> well <1> decide what features your planning on adding <1> and pick a formatm that will support it <1> its easiest to say something like xyz3xfloat,uv2xfloat,normal3xfloat <1> and as many sets of tex. coords as you need <8> jeez I hate buying programming books <8> the samples never compile without errors :( <8> What is a fixed function pipeline? <1> heh <1> its the graphics pipeline w/o you changing it <8> I was thinking of learning directX, but people are telling me to stay away from fixed function pipelines cause they don't exist in DX10 <1> line of bull**** <8> ? <1> you need to understand whats going on <1> "under the hood" <1> either way <1> just less so w/o programmable pipeline, less to handle <8> Why should I learn FFP if its just going to be obsolete in a few months? <1> and d3d10 will just have its own "default" shaders if it doesn't have a fixed function pipeline <8> why not go straight to the other pipeline <1> well then do it <1> why ask why <1> go write shaders <8> What's a shader? <1> RTFM <8> I said I was learning directX now stop being an ***hole <8> I came here to ask what resources to read etc... <8> if you already going to be helpful just stfu <8> already = arn't <1> cry me a river <1> your telling me learning the basics is pretty much useless but you dont even know what a fixed function pipeline is <1> read <1> google <8> Ghaleon is the one who said it <8> so stfu <1> so ? <1> and stop telling me to stfu you probably dont even know wtf that means either ;p <8> "DX10 cards will be shader only without any FFP in hardware" <1> and ? <1> whats that mean to you ? <8> Means sounds like learning FFP is a waste of time <1> do you know what "learning FFP" entails ? <8> Nope <1> just learning the api in general <1> which you need regardless
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