Guassian Quad
Tue, 22 Nov 2005 09:16:51 -0500
Hi,
Since most hw don't support this, I would like to do it myself.
How is it implemented in the REF device?
I'm assuming it works with a filter kernel so a region of texels need to be
read in, then it's a matter of summation
weight0 * texel0 + weight1 * texel1 + ......
Is this correct?
...
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How to get screen coordinate within point sprites in pixel shader?
Sat, 19 Nov 2005 01:14:01 -0800
Dear all, I'm new to shader programming.
I have some problem about the point sprites,
I assign the size of a point sprite in vertex shader,
then, I want to get each pixel's screen coordinate of the sprite in pixel
shader:
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 ScreenPos : TEXC ...
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.fx effect files - Are shader programs that are #include'ed reused
Fri, 18 Nov 2005 22:03:02 -0800
Given this common .fx that defines some vertex shader program:
// Some vertex shader in HLSL
VS_OUT SomeVertexShader(VS_IN in)
{
...
}
And an .fx files that includes that vertex shader program:
// Effect file 1
#include "SomeVertexShader.fx"
technique 0
{
pass 0
{
VertexShader = compi ...
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Error X4556: Error: invalid register 'i0' in register binding.
Wed, 16 Nov 2005 01:58:35 GMT
That's the error I'm getting from the following bit of vs_2_0 HLSL:
int nDirIndex : register(i0);
int nDirCount : register(i1);
int nPointIndex : register(i2);
int nPointCount : register(i3);
If I remove register(i0), I get
error X4556: Error: invalid register 'i2' in register binding.
And if I remo ...
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How do I write a vertex shader for point sprites?
14 Nov 2005 15:46:30 -0800
Can someone please tell me how to write a vertex shader for point
sprites?
...
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Modulus in VS HLSL
Sun, 13 Nov 2005 23:43:06 -0800
Hi
In a vertex shader, i need to compute a 2D position from a 1D offset.
The code is like this :
float x = offset % image_width; // offset is an integer value from stream
source.
float y = floor(offset / image_width);
In Debug/Ref drivers, it's ok. But in Retail/Ref, x and y are biaised, why ? ...
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deinterlace in pixle shader
Fri, 11 Nov 2005 18:26:08 +0100
hi all,
i just got an idea to make deinterlace effect for my 3D video player in
pixel shader. Is there some code/example to start with?
thanks
...
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Using an effect, when to set textures, passes, ect...
Thu, 10 Nov 2005 10:09:16 -0500
Right now I do the following to use a technique:
effect->SetTechnique();
effect->SetTexture();
// set more textures
effect->Begin( &nPasses, 0 );
// drawing commands here
effect->End();
In the near future I want to render a bunch of textures+geometry using the
same effect sequentia ...
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Shader debugger
Sun, 6 Nov 2005 15:53:27 -0800
Hi
I was wondering why, if working with Visual Studio 2005 the shader's
debugger isn't accessible anymore? ...
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