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Re: FFP / VertexShader Water Code
[Re: VoodooFactory]
#27405
05/18/04 03:27
05/18/04 03:27
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
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Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
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While I could be wrong, but I dont think that there a commercial/pro differences with respect to shaders. The differences as to which shaders work and dont is strictly due to graphics cards/drivers.
Never argue with an idiot. They drag you down to their level then beat you with experience
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Re: FFP / VertexShader Water Code
[Re: VoodooFactory]
#27407
05/18/04 05:50
05/18/04 05:50
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Joined: Jan 2004
Posts: 585 Alexandria, VA
Alkai
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Posts: 585
Alexandria, VA
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I agree with Qwerty, as in I don't think that there are any differences in shader support between the commercial and pro versions. Nothing in the manual would seem to indicate so.
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Re: FFP / VertexShader Water Code
[Re: VoodooFactory]
#27408
05/18/04 05:55
05/18/04 05:55
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Joined: Nov 2003
Posts: 698 England, UK
Aaron_H
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Posts: 698
England, UK
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Quote:
Yeah, but I believe some of these shaders use "CameraSpaceRelflexionVector", which I thin is a Pro only feature. As I uderstand, this feature makes realtime reflection possible.
Maybe JCL or someone from Conitec would be able to commment on this. Although I can't see them offering a "slimmed down" shaders feature in the commercial edition.
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Re: FFP / VertexShader Water Code
[Re: Steempipe]
#27414
05/18/04 10:58
05/18/04 10:58
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
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Senior Developer
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Posts: 1,258
Virginia, USA
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Hmm, without going back and looking at how the stages were done, but are you saying you wern't passing a bmap_to_uv()'d bmap in the other shaders? From my test (ill have to dig up the thread), it looked like bmap_to_uv() changes the texture format to D3DFMT_V8U8. I'm wondering if there are cases where ATI will happily use other formats, and nVidia cards are stricter.
Never argue with an idiot. They drag you down to their level then beat you with experience
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