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Chenak
21
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 10th Nov 2002 17:15
does anyone know how to create pixel/vertex shaders that work in DBpro?

thanks
Once you start down the Dark Path, forever will it dominate your destiny...
Dreamora
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Posted: 10th Nov 2002 17:19
go to the page of NVidia!
www.nvidia.com

there the ASM of Vertex/Pixel Shader's explained because shaders are created in a special sort of Assembler

haggisman
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Location: United Kingdom
Posted: 10th Nov 2002 17:42
It could also be usefull to get rendermonkey off the ATI website

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Chenak
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Posted: 12th Nov 2002 20:56
thanks but I can't find anything that works! I got a few sample shaders from the nvidia site but they didn't work and rendermonkey just didn't work fullstop. Is there any sample shaders i can mess around with?

cheers

Once you start down the Dark Path, forever will it dominate your destiny...
Marc Fleury
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Posted: 12th Nov 2002 21:34
I beleive that pixel shaders are broken with Patch 2. Can you get vertex shaders working?

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haggisman
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Posted: 12th Nov 2002 23:07
Inferno, do you have a graphics card capable of pixel/vertex shaders?

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Shadow Robert
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Posted: 12th Nov 2002 23:22
Vertex Shaders are GeForce 3/4 only unless programmed to work on other cards, and even then they work considerably slowly.

you can pickup a cheap GF4 Mx440 for about $120

Anata aru kowagaru no watashi!
Steverino
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Location: United States
Posted: 13th Nov 2002 18:28
If it's shaders you want, you should avoid the GF4 MX models and get the GeForce 4 Ti 4200, 4400, or 4600.

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Mirthin
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Location: Land of the Rising Haggis
Posted: 13th Nov 2002 18:56
What's their price band?

This has "Fiasco" written all over it.
ChipOne
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Location: Canada
Posted: 13th Nov 2002 19:21
hopefully this clears some things up:

- vertex shaders can be done via software emulation with the nvidia emulation layer; however, this will be really slooooow. pixel shaders, on the other hand, cannot be done via sofware emulation as they need to be done on the card (otherwise you'd be shifting the final render through the bus back through to the cpu, and then back again to the card)

- there is indeed a problem with pixel shaders in the current release of dbpro; mike is addressing the issue

- just saying 'i tried them out' isn't very convincing. there are several things you need to do:
1) have the shader and the model (with textures) in the app directory
2) create the shader
3) initialize the shader, specifying the proper format and letting the engine know the input registers you'll be using
4) pass in the constants you'll be working with (or that the shader will need to work with)
5) activate and apply the shader to a model

from there on out, the card (or sftwre emu) will automatically apply the shader each time the model is drawn

cheers

-= i only do what my rice krispies tell me to do =-
Chenak
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Location: United Kingdom
Posted: 13th Nov 2002 22:00
Thanks for the help guys.
I think it might be db pro cause for some reason it says that the error is on line 7200.

At the moment I have a geforce 2 card and that might be the problem but the shaders on Starwars JK2 work fine. I just need shaders to make the game i'm making too look cool, it's gonna be a horror game and i want to make it look real scary like the gamecube version of Resi evil but i'll just stick to ai and other stuff i'm developing before i get to shaders and lights n stuff, for now.

Thanks

Once you start down the Dark Path, forever will it dominate your destiny...
Dreamora
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Posted: 13th Nov 2002 22:18
GF2 don't Support Shaders!

If you hade shaders it must have been VertexShaders because the can be done by P3/P4 and AMD with new 3D Now!
But lots of things are done by lightmaps and other texture tricks, not by shaders

haggisman
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Posted: 13th Nov 2002 23:03
iirc starwars JK2 uses the Quake3 engine, it uses the term shaders for effects in the engine that are not actually vertex or pixel shaders, so they can work on almost any graphics card.

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Chenak
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Posted: 14th Nov 2002 17:07
any idea how to make term shaders?

thanks

Once you start down the Dark Path, forever will it dominate your destiny...
haggisman
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Posted: 14th Nov 2002 17:36
umm i meant JK2 uses the term "shaders" for graphical effects in its engine.

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Chenak
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Posted: 14th Nov 2002 22:59
D'OH! sorry.

thanks

Once you start down the Dark Path, forever will it dominate your destiny...
Kale
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Location: United Kingdom
Posted: 15th Nov 2002 01:58
has anybody got or seen any working code using shaders with DBPro?

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Shadow Robert
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Location: Hertfordshire, England
Posted: 15th Nov 2002 02:08
a quake3 "shader" is a blended light texture, so any blinking lights, forcefield effect and such are all simply blended shaders using the Alpha Blending channel of OpenGL.
pretty simple to make there are a few tech demos which give you all the basics from people suchas GuySavoie, indi and such for blending images together - if you just take it to the next level using layers within DBpro Memblocks, get the exact same effect

Chip who answered your email?
I would mention that the Pixel/Texel Emulation Shaders from nVidia are very slow on graphics cards other than GeForce (i'm talkin a matter of low single digit fps) and on GeForce 256 & 2 run at relatively normal speeds.
However you can utilise a Rasterisation Layer of the CPU's 3D extensions to acclerate this - but does require an Althon, Duron or Pentium3 to get any improvement and you'd actually need an AlthonXP or Pentium4 to get any real speed improvements. Certainly isn't worth codig that long and hard on something that really can be faked quite happily with particles

As for the GeForce4 Mx ... yes they have been cut down the access to the Shaders, but they still work quite happily - and althought a GeForce3 Ti is better for the task, the GeForce4mx 440 is still the cheapest card capable of them

Kale i'll see about posting some code up later for you to test because you can't get the real effect of shaders from a screenshot - kinda like Lens Flare, you can see it but always has a better impact when running

Anata aru kowagaru no watashi!

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