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Shaders


Shaders

Postby PsychoChris » Nov 9, 2006 @ 9:49am

Hello,

the current shader implementation doesn't provide the coordinates of the pixel beeing processed. I thought about doing shader stuff manually by locking a surface and manipulating its pixels by hand.
Now i'm asking myself if this would have the same performance like using the given shader class or does it use some optimizations?

Greetings and thanks,
Chris
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Postby Kzinti » Nov 13, 2006 @ 8:54pm

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Postby PsychoChris » Nov 14, 2006 @ 5:35am

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Postby Kzinti » Nov 14, 2006 @ 8:12pm

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Postby PsychoChris » Nov 14, 2006 @ 9:56pm

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Postby Kzinti » Nov 15, 2006 @ 2:35am

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Postby PsychoChris » Nov 15, 2006 @ 6:02am

Thank you for your help. After digging deeper into the template stuff for pixel operations i finally managed to get pixel shader lights working.
I found some comments that you intended to change the template stuff and exchange it with new shader code. I'm curious: What exactly did you want to change?

Greetings,
Chris
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Postby Kzinti » Nov 16, 2006 @ 1:23am

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Postby PsychoChris » Nov 16, 2006 @ 11:04pm

I don't know if i should laugh or cry after reading that... ;-)

btw: I send you some days an email through this board but didn't get a reply. Is the email functionality working or perhaps your email here out of date?

Greetings,
Chris
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Postby Kzinti » Nov 16, 2006 @ 11:20pm

I did get an email from you asking about this x,y thing in shaders. I also saw the post here and decided to answer here. This way everyone benefits from the conversation.

If your email was something else, then I am afraid I did miss it.
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Postby PsychoChris » Nov 17, 2006 @ 2:47am

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Postby jaguard » Nov 17, 2006 @ 11:06am

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Postby PsychoChris » Nov 18, 2006 @ 3:28am

It still surprises me that the amount of parameters passed, especially if its just one object of the Point class, influences performance so much. I will try out passing only x and y in different variations to see how much performance changes i can see.

Next problems i'm facing with the light shader are the slow floats and a sqrt for calculating the distance between two points like sqrt(p1.x*p1.x + p2.x*p2.x). Any ideas how this could be improved? Perhaps somehow without the need of floatingpoint calculations.

btw jaguard: Can you give me an idea when your current game will be finished? I'm waiting for it. :-)

Greetings,
Chris
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Postby jaguard » Nov 18, 2006 @ 11:38am

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Postby Crayfish » Nov 20, 2006 @ 11:36am

Rich Woods
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