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Re: Shader questions: When, where, how... [Re: ventilator] #26347
04/21/04 21:30
04/21/04 21:30
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
For the depth of the displacement maps you may need some vertexcolor input, but then again, correct me when I'm wrong

(@ventilator: You probably mean 'true' displacement mapping?


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Re: Shader questions: When, where, how... [Re: Alexander Esslinger] #26348
04/23/04 05:14
04/23/04 05:14
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
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M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Quote:

Are there plans for easier implementation of .fx anbd cg shaders



You could create a .fx or cg shader using Rendermonkey or nvidia's Cg toolkit and then import the converted Assembler shader into GameStudio. This is not as powerful since the shader is no longer adaptive, but if it's just about ease of programming it would work.

Quote:

does displacement mapping tesselate the mesh dynamically?


Yes it does and that's why DX8 has no support for it and Vertex Shaders won't help either (can't create vertices on the fly). On the other hand you could create a simplified displacement mapping by passing a highly tesselated mesh along with a bump map and then displace the vertices in the shader (I guess).

Last edited by Marco_Grubert; 04/23/04 05:17.
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