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A6, Nooby shaders question
#26776
04/25/04 22:39
04/25/04 22:39
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Joined: Apr 2004
Posts: 4
tau
OP
Guest
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OP
Guest
Joined: Apr 2004
Posts: 4
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Greetings,
I'm thinking about buying A6 Commercial and have some questions about shaders. What are shaders in GS A6? I mean, does A6 shaders work as Quake 3 ones and can be run on low-end cards? For instance, I have GForce 440 MX and I can see shaders work but no pixel programs from DirectX 9.
Does A6 have it's own high-level shader script, so I can create shaders for low-end cards (like Cipher engine has)? Is there any shader editor in A6?
Thank you!
Last edited by tau; 04/25/04 22:42.
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Re: A6, Nooby shaders question
[Re: mk_1]
#26778
04/26/04 03:26
04/26/04 03:26
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Joined: Apr 2004
Posts: 4
tau
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Guest
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OP
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Joined: Apr 2004
Posts: 4
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Yes, Quake 3's are not shader in idea of DirectX or OpenGL. But very nice approach Do you think I can do like this: movie ? Without placing avi on a texture but just using a texture function?
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Re: A6, Nooby shaders question
[Re: tau]
#26781
04/27/04 11:30
04/27/04 11:30
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Joined: Dec 2003
Posts: 61 Funkytown, USA
feature_creature
Junior Member
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Junior Member
Joined: Dec 2003
Posts: 61
Funkytown, USA
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Garage games is coming out with a shader editor -- called TGS I believe. Packaged with the Torque Game Engine, it will cost USD$295. IMHO shaders are not fully implemented in 3DGS unless you know shader programming.
If you are not into it, like me, you take what you can scrape up from the forums and ponder it and say, that's OK but...
What we really need is a shader editor so everybody can create shaders whether or not they know the low level programming language. I got 3DGS to simplify -- so I could focus on game development. I could follow the tutorials to code directly in DirectX but it would take months to get anywhere and I would be bored by the time I did get somewhere. Same with shaders: give me an editor and then I'm into it.
People have exported from ATI's render monkey but I have not had a lot of success with that for various reasons.
Another thing we really need to make shaders work is real-time environment mapping, not just static skycubes.
Curious, but not overwhelmed...demlehwrevo ton tub ,suoiruC
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Re: A6, Nooby shaders question
[Re: feature_creature]
#26782
04/27/04 23:21
04/27/04 23:21
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Joined: Jan 2004
Posts: 585 Alexandria, VA
Alkai
Developer
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Developer
Joined: Jan 2004
Posts: 585
Alexandria, VA
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A shader editor is on the way, as well as a shader library with standard shader effects.
Check the forecast page!
If you gaze long into an abyss, the abyss will gaze back into you.
3.0 GHz Pentium 4 w/HT
1 Gig 400mhz DDR SDRAM
128mb NVidia GeForce FX 5200
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Re: A6, Nooby shaders question
[Re: ello]
#26784
05/07/04 19:52
05/07/04 19:52
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
If you are not into it, like me, you take what you can scrape up from the forums and ponder it and say, that's OK but...
Well I think a lot of people use this tactic, also with 'learning' scripting... Although I can't really blame them (it's a sort of 'easy' way to 'learn', they think), sometimes you see some cloned code, which is quite disturbing if it's your own...
@ello: Which books do you have for shaders? I think I've seen some 'shader for noobs' books, but which would you recommend, apart from reading / trying to understand the DX8/DX9 documents on shaders??????
Cheers
edit: Oww, wait a sec, you meant www.shaderx.com ?!
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