@# Quotes DB     useful, funny, interesting





Google
 
Web www.quotesdb.info
Undernet  |  EFnet  |  Quakenet  |  Freenode  |  Dalnet  |  Ircnet  |  Galaxynet
Page: 1 2



Comments:

<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


Name:

Comments:

Please enter the result of the sum 63 + 46 (to avoid spam):






Return to #directx
or
Go to some related logs:

#nhl
clinton cut military budget
Type mismatch setRGB
#bsd
#politics
#fedora
#beginner
1f3c2230.jpg
#sex
Boa construtor



Home  |  disclaimer  |  contact  |  submit quotes