Forever
Sun, 20 Jan 2008 12:50:56 -0800
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Mosaic Effect : Problemof lines in output generated by Pixel Shader
Wed, 19 Dec 2007 20:32:05 -0800 (PST)
Hello,
I have tried out the following Pixel shader code to create a Mosaic
Effect when a texture is applied for a simple rectangle. (Clamp U, V
addressing and Linear Filtering is being used for the texture) :
sampler2D s0 : register( s0 );
float4 mainPS( float2 vTex : TEXCOORD0 ) : COLOR0
{
if( vTex ...
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Perlin Noise...
Thu, 13 Dec 2007 03:36:53 -0800 (PST)
Any information will be well appreciated...
Iam trying to create a shader with the effect looking like a mable and
wood together. Almost like a tiger. I thought to use the Noise
function in my Pixel shader. Can I do that? and if so what does it
mean that the Noise only operates for texture shaders? Does th ...
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Porting from RenderMonkey to DirectX
Tue, 27 Nov 2007 09:40:47 -0800 (PST)
Ive download RenderMonkey which is pretty cool. Iam trying to take the
plastic shader and put it on a cube in DirectX. All I did was export
as Directx in RenderMonkey and then try to connect all the handles.
Do I have to add Light handles ? and remove Elephant line as well of
course since its going on a cube ...
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floating point textures
Mon, 19 Nov 2007 23:59:23 +0100
Hi all
I have this simple hlsl SM3 pixelshader that renders the value 0 (black) to
a 512*512 32-bit floating point rendertarget texture. All is fine (after
some minor issues) on a GF6800 but on my ATI X1300 the values at the bottom
of the texture are wrong (0, 144, 144, 62 for ABGR). Does anyone know of
( ...
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Blank Screen
Thu, 15 Nov 2007 05:15:28 -0800 (PST)
Hello, Iam a newbie to HLSL and DirectX9
Iam trying to get use too DirectX and HLSL.fx Ive created a shader and
it compiles fine. Now when I attach it to DX9 I get a blank window.
Just black window nothing in the window. Help and any suggestions on
books for learning both shaders in HLSL and DirectX9.
tha ...
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Use texture in vertexshader without ID3DXEffect
Thu, 8 Nov 2007 18:34:00 -0800
I found that I can use texture sampler in vertexshader easily with
ID3DXEffect. But our company is not using ID3DXEffect. Does any one know
how to use texture sampler in vertexshader without ID3DXEffect? BTW I have
used SetTexture(D3DVERTEXTEXTURESAMPLER0, tex).
Thank you.
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Light position in screen space
Mon, 5 Nov 2007 04:01:01 -0800
Hey, I have the light position in world space. How do I convert this into
screen space in the vertex shader? ...
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more than 8 input texture coordinates
Sun, 23 Sep 2007 16:40:42 -0500
Hello,
I need 9 textures as input for a pixel shader. It's actually always the same
texture, but moved by one pixel, so the output pixel x gets the input pixel
x-4 to x+4.
With Pixel Shader 2 you can only have 8 texture coordinates, but in PS 3,
there are 10 input registers. There is no D3DFVF_TEX9; how ...
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Reducing shader load time
Fri, 24 Aug 2007 17:17:49 -0400
We're using native C++ & DirectX 9 and I'm looking for a way to reduce our
the shader load times.
We have a relatively large number of shader permutations in our engine and
we probably load upwards of 10,000 small permutations to the card at
startup. IO is not a problem -- it's only a 2 or 4 MB and the data ...
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