PS3.0 dynamic branching - major problem.
Sun, 8 Jan 2006 15:06:42 -0000
The problem is simple: I have a few tex lookups INSIDE an "if" statement,
but the compiled shader code places the tex calls OUTSIDE the "if". The
whole point is to avoid multiple tex reads (up to 8 samples) in a shadow
mapping shader if the triangle is facing away from the light source, and
this inconvenie ...
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Overhead/cost of sampling from NULL textures
5 Jan 2006 09:59:32 -0800
I'm curious to hear opinions about this train of thought.
Essentially I'm writing some shaders that I'd like to use with a
variable number of textures. At the moment, I've got the code set up
to statically branch and include additional sampling code for each
additional texture that's required. Obviously th ...
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Matrix input semantics
Wed, 14 Dec 2005 12:59:04 -0800
I'm trying to use SetStreamSourceFreq() to achieve efficiency rendering large
numbers of identical objects. The MS documentation says that placing a 4x4
transform in the second stream is a common use; however the example provided
by MS does not place transforms directly into an input stream.
I've had dif ...
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CNN h??q
Wed, 14 Dec 2005 08:53:33 -0800
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CNN h??q
Wed, 14 Dec 2005 08:53:32 -0800
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...
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Those animals are innocent in CHINA
Wed, 14 Dec 2005 04:53:19 -0800
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...
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Those animals are innocent in CHINA
Wed, 14 Dec 2005 04:53:14 -0800
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...
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Simple, parametrized vertices
Tue, 13 Dec 2005 09:33:04 -0800
I would like to pass a stream of 2-dimensional parameters only into my vertex
shader, which will then use equations to expand the 2D params into 3D coords,
project them, determine texture coords, etc. When I try this, I get messages
indicating that DX would like to have a "position" field specified, for
i ...
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