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P: 8800 GTS 640mb 20.9.
Started Damir R. · Date: Sep 20, 2008 09:05 · 14 post(s)
P: Point of view 8800GTS 640mb 19.9.2008
Started Damir R. · Date: Sep 18, 2008 23:54 · 7 post(s)
DX10 tutor7 Texture question
Started gd · Date: Sep 17, 2008 06:30 · 6 post(s)
How achieve shift operation in Shader
Started SanS · Date: Sep 17, 2008 08:41 · 1 post(s)
DirectX 10 and Real-Time Render of Glass
Started DenX · Date: Sep 5, 2008 10:34 · 7 post(s)
P:AMD Atlon konf.
Started friend · Date: Sep 10, 2008 13:58 · 1 post(s)
displaying an 800x600 image on an 800x600 window using vectors
Started Dime Bar · Date: Sep 5, 2008 03:30 · 7 post(s)
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P:zotc 8800gts 640mb
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Shadows show through or flicker in later graphics cards
Started Noley Edge · Date: Jul 25, 2008 09:41 · 2 post(s)
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Re: 8800 GTS 640mb 20.9.
Group: hr.ponuda.hardver · Group Profile · Search for shader in hr.ponuda.hardver
Author: mGT
Date: Sep 20, 2008 10:09

"Damir R." <dreicNO@SPAMemail.t-com.hr> wrote in message news:1kcybtjnhxyd0$.16vkxjwq7mpem.dlg@40tude.net... Point of View proizvošač. Cijena 750kn OCa se jaaako dobro: 661Mhz Core 1050Mhz Memorija 1650Mhz Shader Radi stabilno skroz, bas sam je i bencho tako klokanu i fali joj jako malo do 8800GTX. Nalazim se u Splitu, isprobavanje na mojoj adresi ili saljem postom uz vasu postarinu. Razlog prodaje :...
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P: 8800 GTS 640mb 20.9.
Group: hr.ponuda.hardver · Group Profile · Search for shader in hr.ponuda.hardver
Author: Damir R.
Date: Sep 20, 2008 09:05

Point of View proizvođač. Cijena 750kn OCa se jaaako dobro: 661Mhz Core 1050Mhz Memorija 1650Mhz Shader Radi stabilno skroz, bas sam je i bencho tako klokanu i fali joj jako malo do 8800GTX. Nalazim se u Splitu, isprobavanje na mojoj adresi ili saljem postom uz vasu postarinu. Razlog prodaje : kupio 4870x2. Garancija još 9 mjeseci u Linksa.
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Re: Point of view 8800GTS 640mb 19.9.2008
Group: hr.ponuda.hardver · Group Profile · Search for shader in hr.ponuda.hardver
Author: Damir R.
Date: Sep 19, 2008 09:11

661Mhz Core 1050Mhz Memorija 1650Mhz Shader Radi stabilno skroz, bas sam je i bencho tako klokanu i fali joj jako malo do 8800GTX. Garancija još 9 mjeseci
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Re: DX10 tutor7 Texture question
Group: microsoft.public.win32.programmer.directx.graphics · Group Profile · Search for shader in microsoft.public.win32.programmer.directx.graphics
Author: gd
Date: Sep 18, 2008 08:35

... .fx file, which basically multiplies the vertices with the world / view / projection matrix, and then in the Pixel Shader applies the texture to it. If you want to render a second cube without any texturing you need to write another pass in the technique and a pixel shader which isnt using texture for rendering. please see the .fx file code http://www.pastebin.us/m3c236b8b. or there are ...
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Re: DX10 tutor7 Texture question
Group: microsoft.public.win32.programmer.directx.graphics · Group Profile · Search for shader in microsoft.public.win32.programmer.directx.graphics
Author: Anton Roth
Date: Sep 17, 2008 14:54

...36, 0, 0 ); } you use the .fx file, which basically multiplies the vertices with the world / view / projection matrix, and then in the Pixel Shader applies the texture to it. If you want to render a second cube without any texturing you need to write another pass in the technique and a pixel shader which isnt using texture for rendering.
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How achieve shift operation in Shader
Group: microsoft.public.win32.programmer.directx.graphics.shaders · Group Profile · Search for shader in microsoft.public.win32.programmer.directx.graphics.shaders
Author: SanS
Date: Sep 17, 2008 08:41

Hi all. My doubt is how achieve shift operation in Shader. // CPU code. byte lsbValue; byte msbValue; short t = ( msbValue<<8) + lsbValue; // How to achieve this in shader. float fmsb; float flsb; float fShortValue = ( ( fmsb * MAXVALUE) *MAXVALUE + flsb*MAXVALUE ) / ( MAXVALUE*MAXVALUE ) where maxVALUE IS maximum value of a component ( say 256 ) is it correct.
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Re: DirectX 10 and Real-Time Render of Glass
Group: microsoft.public.win32.programmer.directx.graphics · Group Profile · Search for shader in microsoft.public.win32.programmer.directx.graphics
Author: mikfig
Date: Sep 10, 2008 14:11

... only bcoz good scene environment. Easy to reproduce with simple dumbass transparency. So, look at this video - no refraction. No any refraction. Bad. Its only "good-look planned" scene with primitive transparent shader and 2 opposite viewports render. Anyway its unusual fake in real applications. If you wants visual only effects like this, but more real for video, render it in Maya or Softimage. With n-dimentional ...
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P:AMD Atlon konf.
Group: hr.ponuda.hardver · Group Profile · Search for shader in hr.ponuda.hardver
Author: friend
Date: Sep 10, 2008 13:58

... i procjenu na grupu: AMD Athlon XP 1900+ socket A Epox EP-8RDA3+/8RDA3G (5 PCI, 1 AGP, 3 DDR DIMM, Audio, LAN),nVIDIA nForce2 Ultra 400 RAM 512 MB (PC3200 DDR400) NVIDIA GeForce 7600 GS AGP 8× (256 MB, 400 MHz) pixel shader v3.0 LG Flatron ez T710BH [17" CRT] Maxtor 6 E040L0 SCSI Disk Device (40 GB, 7200 RPM, Ultra-ATA/133) DVD pr¾ilica ATAPI DVD A DH20A4P SCSI CD pr¾ilica LG HL-DT-ST CD-RW GCE-8520B SCSI CdRom Device (52x/...
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Re: DirectX 10 and Real-Time Render of Glass
Group: microsoft.public.win32.programmer.directx.graphics · Group Profile · Search for shader in microsoft.public.win32.programmer.directx.graphics
Author: Ivan Tsarevich
Date: Sep 9, 2008 11:18

... good only bcoz good scene environment. Easy to reproduce with simple dumbass transparency. So, look at this video - no refraction. No any refraction. Bad. Its only "good-look planned" scene with primitive transparent shader and 2 opposite viewports render. Anyway its unusual fake in real applications. If you wants visual only effects like this, but more real for video, render it in Maya or Softimage. With n-dimentional refrations, ...
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Re: displaying an 800x600 image on an 800x600 window using vectors
Group: microsoft.public.win32.programmer.directx.graphics · Group Profile · Search for shader in microsoft.public.win32.programmer.directx.graphics
Author: Dime Bar
Date: Sep 5, 2008 10:22

... { Texture = <g_MeshTexture>; MipFilter = POINT; MinFilter = POINT; MagFilter = POINT; }; //-------------------------------------------------------------------------------------- // Vertex shader output structure //-------------------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; // vertex position float2 TextureUV : TEXCOORD0; ...
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