portability of vertex/pixel shaders?
category: general [glöplog]
Hmm anyone know if assembled vertex/pixel shaders in dx are 'portable', as in, are they in a card-neutral format? I'm guessing they prolly are, since a d3dx function is used to gen them. Hmm but it sure would suck if they were not. :(
instead of supporting vertex and pixel shaders, i think hardware manufacturers should support a color scheme accelerator, to give coders some decent color schemes to play with, and a multisampled taste enhancer to process their 3d scenes with.
factory, yes they are.
and btw, it's a format that noone would want to use in a real card, it's purely designed to be easily convertible to something else (a mad opcode has a 160bit encoding :)
and btw, it's a format that noone would want to use in a real card, it's purely designed to be easily convertible to something else (a mad opcode has a 160bit encoding :)
ryg: good-o, it's vertex shaded intros ahoy then..
knos: well at least there is D3DXCreateTorus().. :)
knos: well at least there is D3DXCreateTorus().. :)
http://developer.nvidia.com/Cg
factory, not unless you want your intros to go very slowly on a gf2-level card or less..
you can still do a lot of the stuff with fixed-function, and with buffer operations. (perhaps more than you would be led to believe in some circles)..
you can still do a lot of the stuff with fixed-function, and with buffer operations. (perhaps more than you would be led to believe in some circles)..
smash: I'll definitely be using vertex shaders, just for the reason that they are interesting and prolly don't cause that much of a slow down on sw-vertex shader cards (as least compared to my own code that would have to do the same things (that is stuff that is above and beyond the ff) ).
As for pixel shaders, well that's another question, since if I used them I would prolly not write fall-backs for non-ps capable cards.
As for pixel shaders, well that's another question, since if I used them I would prolly not write fall-backs for non-ps capable cards.