H. Verbeet wrote:
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
That's not particularly important.
Well, it breaks color fixups :-)
...color fixups will go in their own function that does this differently
for 8 vs 9
BOOL vshader_input_is_color(
IWineD3DVertexShader* iface,
unsi
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
That's not particularly important.
Well, it breaks color fixups :-)
Something that has texcoord semantics doesn't necessarily have to
contain texture coordinates, but it should contain something that has
the same semantics.
> But perhaps if
H. Verbeet wrote:
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
> Well, it is wrong.
How is it wrong?
In one case you have a semantic, and you use that to load up the correct
register (query shader, shader gives you the index to load). In the
other case you preinitialize the semantics wi
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
> Well, it is wrong.
How is it wrong?
In one case you have a semantic, and you use that to load up the correct
register (query shader, shader gives you the index to load). In the
other case you preinitialize the semantics with the declaration
H. Verbeet wrote:
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>>> and I just made it work today,
>>> by storing a fake semantic for d3d8 shaders.
By the way, I am still keeping that fake semantic around - it is useful
- it allows me to have a single code path for loading arrays, instea
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>>> and I just made it work today,
>>> by storing a fake semantic for d3d8 shaders.
By the way, I am still keeping that fake semantic around - it is useful
- it allows me to have a single code path for loading arrays, instead of
the two we cur
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
So, are the names in the D3DVSD_REGISTER enumeration meaningless?
From the shader's point of view, yes.
Why is D3DVSDE_POSITION called that way?
IIRC the names somehow correspond to the way inputs are mapped for
fixed function, but I'm not
and I just made it work today,
by storing a fake semantic for d3d8 shaders.
By the way, I am still keeping that fake semantic around - it is useful
- it allows me to have a single code path for loading arrays, instead of
the two we currently have, which is a mess..
H. Verbeet wrote:
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
Demo #2: Many Per Pixel Lights,
http://www.zanir.szm.sk/dx/017_Many_Per_Pixel_Lights.zip
This is a d3d8 demo. The shader inputs are not marked with a semantic -
the declaration data is mapped 1:1 to the shader inputs, so a s
On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
Demo #2: Many Per Pixel Lights,
http://www.zanir.szm.sk/dx/017_Many_Per_Pixel_Lights.zip
This is a d3d8 demo. The shader inputs are not marked with a semantic -
the declaration data is mapped 1:1 to the shader inputs, so a specific
register nu
Hi,
Here's another problem with shaders.
Vertex shader input is marked up with tags that hint at the data usage -
semantics. For the fixed pipeline, those tags must be 100% correct,
because they tell the pipeline how to interpret the data - is that the
position stream, or the color stream, or
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