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#61 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
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#62 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
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#63 |
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It Never.....
Join Date: Nov 2002
Location: Kentucky
Posts: 3,173
Rep Power: 0 ![]() |
Guys the support is here so lets see what you can come up with!
__________________
[color=blue]Bleeding From the Inside Pouring Out, The DriverHeaven Spiral, We Shall Never Let Go Of.[/color]
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#64 | |
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ATI driver guru
Join Date: Nov 2002
Location: ATI, Canada
Posts: 678
Rep Power: 61 ![]() ![]() ![]() ![]() |
Quote:
Zardon/Roger why dont you guys plan it out offline on email. You have each others email addy. |
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DriverHeaven Founder
Join Date: May 2002
Posts: 32,480
Rep Power: 177 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#66 |
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HardwareHeaven Extreme Member
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Great job on the tutorial Roger. This is looking very promissing.
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#67 |
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DriverHeaven Newbie
Join Date: Feb 2004
Location: Baghdad, Iraq
Posts: 10
Rep Power: 0 ![]() |
Great read on the tutorial. It will take a little while for me to absorb it though....I'm BLONDE
I will have to toy with this stuff this weekend. I have an idea on what "look" I would like to end up with, but I am not sure if I can get ti to work. But I will try ATI Support ROCKS!!!
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AMD Athlon 64 3200+ /Asus K8V Deluxe /OCZ PC 3500 EL 512mb /ATI Radeon 9800 Pro /WD 120Gb /LiteOn DVD 16x /LiteOn DVD-RW 8x /Samsung 955DF CRT /Z-340 Speakers /Super Alien case with 500w PSU /Windows XP Pro SP1a "Built by Roadee" |
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DriverHeaven Founder
Join Date: May 2002
Posts: 32,480
Rep Power: 177 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Anyone managed to create a shader yet? or are we all still learning ? this will probably close the weekend around 8-9th march, so make sure you get working !
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#69 |
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DriverHeaven Newbie
Join Date: Nov 2003
Posts: 7
Rep Power: 0 ![]() |
awww sucks! I really wanted to enter this comp, sadly I don't have an ATI card
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#70 | |
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HardwareHeaven Extreme Member
Join Date: May 2003
Posts: 3,311
Rep Power: 62 ![]() ![]() ![]() |
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#71 |
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Long Live The P6!
Join Date: Nov 2002
Location: The Great White North
Posts: 119
Rep Power: 0 ![]() |
My 9600 is in Toronto, and I'm in Halifax with the 8500
.Thanks for the tutorial Roger, it's an interesting read even if I can't play with them. |
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#72 |
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DriverHeaven Newbie
Join Date: Feb 2004
Posts: 2
Rep Power: 0 ![]() |
thx alot roger, the tutorial helped me alot!
my first smartshader is allmost done
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#73 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
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#74 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
Quote:
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#75 |
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HardwareHeaven Extreme Member
Join Date: May 2003
Posts: 3,311
Rep Power: 62 ![]() ![]() ![]() |
I'd love to know what each of the commands are - incase I've missed something elsewhere.
Things like MOV, MUL (know these from the tutorial), DP3, ADD, RSQ, RCP etc etc. This is literally my first attempt at doing anything like this. I've never coded anything before and its difficult to get my head around the way things work. One thing I liked about the tutorial was when told to use the multiply command. You didn't actually give specific examples and I had to figure out how to implement it. That way I learned how to do it myself and therefore remembered it better. |
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#76 |
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DriverHeaven Newbie
Join Date: Feb 2004
Posts: 2
Rep Power: 0 ![]() |
Is this contest for U.S. citizens only, or for europe too?
Thanks! edit: Oh and by the way, either I missed it in roger's tutorial, or he never explained the alpha component of the pixel in the tutorial, he mentioned it in the beggining but I dont seem to find a explanation to what it stands for later on in the tutorial. One more thing, I cant run the OGL sample , I get an error saying the dll is not a windows valid image.
Last edited by faraday; Feb 15, 2004 at 04:36 PM. |
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DriverHeaven Founder
Join Date: May 2002
Posts: 32,480
Rep Power: 177 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
the competition is open to everyone, ATI are shipping the card out.
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#78 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
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#79 |
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It Never.....
Join Date: Nov 2002
Location: Kentucky
Posts: 3,173
Rep Power: 0 ![]() |
Just so you alsop hear it from another DH member here, Thanks for all of your efforts Roger, Maurice and Terry.
__________________
[color=blue]Bleeding From the Inside Pouring Out, The DriverHeaven Spiral, We Shall Never Let Go Of.[/color]
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#80 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
Quote:
Since blending and alpha test are not enabled during SMARTSHADER, for the purposes of SMARTSHADER you can imagine that the alpha is just another color, but it's invisible. You can store things in it and use it but in the end you won't see it on the screen. I can add an explanation of what it's for to the tutorial, though, for people who wondered. Maybe I'll put it in an appendix. |
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#81 |
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DriverHeaven Senior Member
Join Date: Mar 2003
Posts: 332
Rep Power: 0 ![]() |
Is there any way to access the 3D information (x,y, and z) or are we limited to treating the screen as a 2D texture?
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#82 | |
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HardwareHeaven Extreme Member
Join Date: May 2003
Posts: 3,311
Rep Power: 62 ![]() ![]() ![]() |
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Quote:
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#83 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
Quote:
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#84 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
Quote:
Just submit whatever you've done that seems interesting. You never know what kinds of neat things will come up. |
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#85 |
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Still watching...
Join Date: Nov 2002
Location: Orihuela (Spain)
Posts: 1,560
Rep Power: 0 ![]()
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Can we add image sequences with trasparency to create effects like the "old cinema style" of the opening part of futuremark 2003 demo?
__________________
![]() "They who dream by day are cognizant of many things which escape those who dream only by night."
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#86 |
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HardwareHeaven Extreme Member
Join Date: May 2003
Posts: 3,311
Rep Power: 62 ![]() ![]() ![]() |
Are we allowed to enter 'modified' versions of the examples - I'm finding some interesting results by 'tweaking' some of those
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#87 |
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DriverHeaven Newbie
Join Date: Feb 2004
Posts: 2
Rep Power: 0 ![]() |
Hmm roger just one more thing, I was looking at ATi's documentation on the ARB_fragment_program and noticed that ATI only provides pseudo code of the implementation of the functions, and no data on the usage (arguments location). Am I seeing it wrong or is there another manual for it
for example: 3.11.5.1 ABS: Absolute Value The ABS instruction performs a component-wise absolute value operation on the single operand to yield a result vector. tmp = VectorLoad(op0); result.x = fabs(tmp.x); result.y = fabs(tmp.y); result.z = fabs(tmp.z); result.w = fabs(tmp.w); I was hoping for something in the line of : MUL arg1 arg2 arg3 , arg1 = arg2*arg3 , for example. So, is there a better manual than that one?
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#88 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
Quote:
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#89 | |
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ATI Guru
Join Date: Feb 2004
Location: ATI
Posts: 17
Rep Power: 0 ![]() |
Quote:
I can help a little. If you have questions about specific operations, you can ask me and I'll help if I'm able. In general, the operations look like this: OPERATION destination, source [, source 2] [,source3] An example of this would be: MUL destination, source1, source2; This would multiply source1 * source2 and store the result in destination. Another would be: ABS dest, src; This would take the absolute value of src and put it in destination. In the example you quoted on ABS, the pseudo-code there means it takes the absolute values of each component individually- the red, the green, the blue, and the alpha- and stores the results in the destination. I'll try to add more different ARB_fp commands to the tutorial to help people who are interested in learning them. |
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#90 |
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DriverHeaven Newbie
Join Date: Feb 2004
Posts: 1
Rep Power: 0 ![]() |
How do you use more than one user defined texture? Below is the code I'm trying.
In the line TEX temp3, fragment.texcoord[0], texture[1],2D; it always uses the last texture that was loaded so in this case it uses the "normalNoiseColor.raw" texture not "256x256.raw". Can anybody give me an example of how to use multiple textures?? CODE BELOW --------------- shader dirtPixelShader = "!!ARBfp1.0 PARAM myparams= {0.5,0.005,256,1}; TEMP pixel; TEMP temp3; OUTPUT oColor = result.color; TEX pixel, fragment.texcoord[0], texture[0], 2D; TEX temp3, fragment.texcoord[0], texture[1],2D; MUL oColor,pixel,temp3; END"; shader copyPixelShader = "!!ARBfp1.0 OUTPUT oColor = result.color; TEMP pixel; TEX pixel, fragment.texcoord[0], texture[0], 2D; MOV oColor, pixel; END"; surface temp1 = allocsurf(width, height); surface blank = allocsurf(256,256); load_texture(1, 256, 256, 1, "ubyte", "256x256.raw"); surface normalnoise = allocsurf(256,256); load_texture(2, 256, 256, 1, "ubyte", "normalNoiseColor.raw"); texture[0].source = backbuffer; destination temp1; apply copyPixelShader; texture[0].source = temp1; destination backbuffer; apply dirtPixelShader; |
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