Posted By: Keith B [Ambit]
Getting started on a toon shader - 12/07/03 22:51
Hi,
Having never played with shaders or advanced DirectX stuff before, I've been browsing this forum for tips on getting started on a toon shader, and I admit I am still at a loss. I have found the following cel chading examples on the old intraweb and would like to have a crack at using them in 3dgs:
Cartoon Shading in DirectX 8.0 Using Vertex Shaders (MSDN)
GameDev Cel-Shading Introduction
Cel Shading Torus Example
Frankly, I don't know where to begin - this is in a different league to normal C-scripting. Could anyone point me in the direction of a good basic tutorial on using/creating/converting shaders? Or is that plain impossible because of the complex nature of DirectX and shaders? (Just a shader example with a breakdown-guide to what all the code does and why it is needed etc would be a nice start.) Could anyone just give me some basic tips or help on where to begin with converting the above examples for use with DirectX?
This is like being a newbie again.
Many thanks,
Keith
Having never played with shaders or advanced DirectX stuff before, I've been browsing this forum for tips on getting started on a toon shader, and I admit I am still at a loss. I have found the following cel chading examples on the old intraweb and would like to have a crack at using them in 3dgs:
Cartoon Shading in DirectX 8.0 Using Vertex Shaders (MSDN)
GameDev Cel-Shading Introduction
Cel Shading Torus Example
Frankly, I don't know where to begin - this is in a different league to normal C-scripting. Could anyone point me in the direction of a good basic tutorial on using/creating/converting shaders? Or is that plain impossible because of the complex nature of DirectX and shaders? (Just a shader example with a breakdown-guide to what all the code does and why it is needed etc would be a nice start.) Could anyone just give me some basic tips or help on where to begin with converting the above examples for use with DirectX?
This is like being a newbie again.
Many thanks,
Keith