[en] huuuum, particles/light interaction?

Aug 07, 2004 00:38

I had some strange results with CG these days. It tends to complain a shader cant compile for the target I chose (which is wrong ( Read more... )

my code

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alkama August 7 2004, 03:17:24 UTC
nah,
i'm always targetting for vs/ps 2.0, because the release date of an eventual demo (calced taking my free time into account) shows that so called DX9 cards will be widely available then.
I think this scattering could be compiled for lower targets, but i dont want to support anything under ps1.4, it's a pain in the ass to code for those horribly limited targets (the first limitation being this strong binding between samplers and texcoords). An exemple of this strong binding? If you make a blur with 4 taps, you'll use 4 texcoords, and those being binded to samplers in a 1-1 relation it means you'll have to bind your texture to be blured in 4 different samplers. in 1.4+ you can have 1+ texcoords addressing the same sampler. Moreover, even if most of my shaders dont use them all, i'm taking "8 texture units" as the base of my developments (it enables realy smooth and accurate blur in 1 or 2 passes) and I also start to write PS that have multiple render targets (so 1+ output).

hehe, so you'll need better cards maybe, or video versions :=)
soooooorry

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dakito August 7 2004, 03:32:18 UTC
You suck :) Do it in software then :)

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alkama August 8 2004, 07:56:42 UTC
no way!
the day you'll see this working in full software at this resolution, we'll be burried and back to dust;)

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