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Woohoo! I have GLSL shaders drawing the odd surface among our lit surfaces that use old ARB assembly shaders. And I have GLSL shaders able to feed our stencil and alpha buffers from images renderered off screen while light and shadow are being drawn. And all without changing a line of existing code. So much exciting stuff to try out now
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@Steve, like a kid in a candy store...
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Yeah, Render to Vertex Buffer is a trick to let DX9 era hardware for DX10 era stuff analogous to Geometry shaders by the use of a feedback loop. The current name for the technique is "feedback transform" but that only works for GLSL. Doing it with ARB requires PBO copy tricks and is quite a mess.
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I have my eye on transform feedback for taking particles to the next stage. Smoke that could detect and flow around solid geometry, for example. I'm wanting to use geometry shaders too if that won't upset too many old GPUs (they'll still have the old fallback options). Without geometry shaders, we can only do half a job on vertex skinning. BFG didn't use them and only did half the job. It skins verts on the GPU but still calculates the lists of lit triangles on the CPU and upl...
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