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group : microsoft.public.win32.programmer.directx.graphics.shaders      view archive
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normals     Fri, 27 May 2005 16:45:52 +0200
I have written a simple shader that does basicly the same thing as VertexShader sample in sdk ( produces ripples ). The problem arose when i wanted to add in lighting. How would i calcule new normals ( input geometry is just a square wth normals pointing up ) ? ...

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why does the hlsl compiler avoid using lrp?     Fri, 27 May 2005 11:55:17 +0200
As I noticed the high-level "lerp" instruction always gets compiled to something like this, implementing the same as lrp just with two instructions (a + c*(b-a)). Could it be faster, or what is the reason behind it? add r0, r0, -v1 mad oC0, r0, c1.w, v1 Also, completly unrelated, but why do I see such ...

lighting question     Thu, 26 May 2005 12:39:01 -0700
hi, i've found 2 very good demos on the ultimategameprogramming.com site. one for per pixel point lights, and another for dot 3 bump mapping. can anyone give me a clue on as to how i'd combine both effects in a scene? that is, have a mesh lit with per pixel lights as well as bumped with a normal map. wo ...

Mapping VS output to PS input problem     Wed, 25 May 2005 13:02:04 -0700
Hey! I'm still new to the whole HLSL thing. Currently playing around with it trying to get different things done. Anyways, I'm currently having a problem with passing data from my Vertex Shader to my Pixel Shader. Here's the code setup: struct VS_INPUT { float3 pos : POSITION0; float3 blendWeig ...

any links to really basic pixel shader info?     Wed, 25 May 2005 10:22:14 GMT
Hi im Interested in using pixel shaders, but i need a basic resource to get me going. The first thing i need to understand is what information is actually available to the pixel shader, and what can it modify? specifically, can a pixel shader output to any pixel on the screen, or only to the one sp ...

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Newbie question     Sun, 22 May 2005 18:55:20 +0200
I'm trying to make water. Because I'm newbie, I began by making a grid size x*y. This grid has a VertexBuffer and an IndexBuffer. After that, I've made a Water class which agregate the grid. My goal is apply wave on the grid to simulate water so I've made a little Vertex Shader with float4 tempPos = Po ...


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