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Re: FFP / VertexShader Water Code [Re: VoodooFactory] #27405
05/18/04 03:27
05/18/04 03:27
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Virginia, USA
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
Re: FFP / VertexShader Water Code [Re: qwerty823] #27406
05/18/04 04:06
05/18/04 04:06
Joined: Aug 2003
Posts: 52
Netherlands
VoodooFactory Offline
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VoodooFactory  Offline
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Netherlands
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.

Re: FFP / VertexShader Water Code [Re: VoodooFactory] #27407
05/18/04 05:50
05/18/04 05:50
Joined: Jan 2004
Posts: 585
Alexandria, VA
Alkai Offline
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Alkai  Offline
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Posts: 585
Alexandria, VA
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
Joined: Nov 2003
Posts: 698
England, UK
A
Aaron_H Offline
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Aaron_H  Offline
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A

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England, UK
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.

Re: FFP / VertexShader Water Code [Re: VoodooFactory] #27409
05/18/04 06:08
05/18/04 06:08
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Posts: 1,258
Virginia, USA
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.




Not quite, It allows you map an environment map onto a surface based on the vector between the objects vertex and the camera. While not quite the same as a realtime reflection (which you'd need to use render to texture to compute the enviroment map in real time), it does give static reflections (like clouds on water).


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: FFP / VertexShader Water Code [Re: qwerty823] #27410
05/18/04 06:11
05/18/04 06:11
Joined: Nov 2003
Posts: 698
England, UK
A
Aaron_H Offline
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Aaron_H  Offline
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England, UK
Thanks for clearing that up qwerty,
I don't know much about shaders you see.

Re: FFP / VertexShader Water Code [Re: Aaron_H] #27411
05/18/04 10:22
05/18/04 10:22
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Maryland, USA
qwerty823 is right on those. The thing that I find interesting is that all the code at the beginning of this thread worked on my ATI. While only the one labelled water_test_5 showed up on the geforce cards. Ventilator and Alkai both ran water_test_1, 2, ,3, ,4 & 5 and _only_ 5 showed up. Now why is it that in 5 I had to pass a DOT3 Normalmap _through_ Gstudio's bmap_to_uv() ?? This I do not know.
I would be curious if one could use the SDK to create the textures like in Microsoft BumpWaves.exe and if it would make a difference on the cards.

Re: FFP / VertexShader Water Code [Re: Steempipe] #27412
05/18/04 10:33
05/18/04 10:33
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Posts: 2,320
Alberta, Canada
So the fifth water test is the only one that works with all the Geforce Cards? Thanks.


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Re: FFP / VertexShader Water Code [Re: William] #27413
05/18/04 10:44
05/18/04 10:44
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Maryland, USA
As far as I can tell from different posts... yes #5. I hope that someone who has one of the geforce cards and likes to dabble with code can determine why that is.

Re: FFP / VertexShader Water Code [Re: Steempipe] #27414
05/18/04 10:58
05/18/04 10:58
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Posts: 1,258
Virginia, USA
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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