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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Sat, 28 May 2005 11:30:42 +0200
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Fri, 27 May 2005 22:58:24 +0800
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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 ...
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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 ...
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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 ...
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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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