Shaders
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- Joined: 19 Aug 2004, 17:38
Well if you want to do something graphical, you might want to try improving the water rendering. IMO it needs a nice framebuffer effect (like supcom has). However that needs render_to_texture and pbuffers, so it needs some work (it also needs to be portable).
You would have to work on the berlios taspring-linux repository though, otherwise we have to merge the changes into both repositories. Speaking of the berlios repository, I would be VERY thankful if you can find out why font rendering goes so slow on the windows build of the port... there is no point in trying to improve rendering if that isn't fixed first.
You would have to work on the berlios taspring-linux repository though, otherwise we have to merge the changes into both repositories. Speaking of the berlios repository, I would be VERY thankful if you can find out why font rendering goes so slow on the windows build of the port... there is no point in trying to improve rendering if that isn't fixed first.
so you want me to
a. improve performance on linux merging one.
b.improve water rendering.
i'm wondering if the linux one can be compiled on vc 2005 express as thats all i have
plus it would be better if cg was used for the shaders because then you wouldnt need a parser for the shader and plus they are of better quality
a. improve performance on linux merging one.
b.improve water rendering.
i'm wondering if the linux one can be compiled on vc 2005 express as thats all i have
plus it would be better if cg was used for the shaders because then you wouldnt need a parser for the shader and plus they are of better quality
There is a VS 2003 project file, so you might be able to use that.i'm wondering if the linux one can be compiled on vc 2005 express as thats all i have
plus it would be better if cg was used for the shaders because then you wouldnt need a parser for the shader and plus they are of better quality
You need subversion to download the source, and generate patches of your efforts. You might want to download TortoiseSVN for that.
http://developer.berlios.de/svn/?group_id=4358
Cg isn't used that's right, but GL_ARB_fragment_program assembly is not very difficult to learn though. It's quite standard and doesn't need a parser as well.
It's what you prefer, after all I'm not paying youso you want me to
a. improve performance on linux merging one.
b.improve water rendering.

But water rendering is something that's nicely seperated from the rest, so you can work on it without much conflicts from other people trying to change things.
well ... i know many graphics programmers who dislike CG ... because NVIDIA is simple NVIDIA ... and done some things in way it runs more crippled on ATI than it should ...
it depends lot on taste
but it's no wonder ATI and 3Dlabs prefers RenderMonkey
http://www.ati.com/developer/rendermonkey/
which uses OpenGL Shading Language (GLSL) ...
it depends lot on taste
but it's no wonder ATI and 3Dlabs prefers RenderMonkey
http://www.ati.com/developer/rendermonkey/
which uses OpenGL Shading Language (GLSL) ...
I'd say if we switch to a higher level language it should be GLSL, because that's also where all the new OpenGL extensions apply on, and because there is no other reason to use Cg over GLSL.
But there is no reason to rewrite the shader if they're going to do the same thing. New features have to be supported with new C++ code, which takes a lot more time.
But there is no reason to rewrite the shader if they're going to do the same thing. New features have to be supported with new C++ code, which takes a lot more time.
- GrOuNd_ZeRo
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- Joined: 30 Apr 2005, 01:10