shaders stuff

Blitz3D Forums/Blitz3D Programming/shaders stuff

Picklesworth(Posted 2004) [#1]
okay, uhm, are the shaders in Noel's vein engine the same shaders that everyone is talking about and says that blitz doesn't have? or are they something different? How do shaders work, and how do you set them up?


Mustang(Posted 2004) [#2]
they are not "real shaders"...


Gabriel(Posted 2004) [#3]
Noel's shaders are software shaders. "Shader" simply means a small fragment of code which creates some kind of visual effect, usually a material-type effect. The shaders that everyone is talking about are hardware shaders. They're no different in terms of what they can do ( generally speaking.. except that software shaders have no directX requirement and Blitz doesn't have access to hardware shaders ) but hardware shaders are "free".

In other words, SSwift's shadow system creates shadows, and you could also ( but not in Blitz ) use hardware shaders to create shadows. The difference is that hardware shader shadows are "free". They don't carry the kind of performance overhead that doing them in software carries.

The bloom effects that some people have posted are another example of effects that can be done directly in Blitz and could also be done with the use of hardware shaders.


N(Posted 2004) [#4]
Exactly what Sybixsus says. They're fake- not pixel/vertex shaders- nothing special.

For the third question, I can't say since I'm not very informed regarding this subject.


AntonyWells(Posted 2004) [#5]
Shaders work on a per-vertice/per-pixel basis.

you bind a vertex program, and then a pixel shader program, then after it's bound and set to run, all vertices are passed to the vertex shader, which feeds the final position etc onto the pixel shader, which is called for every pixel on screen, so that's why they are still pretty slow in fx heavy games.

You can use them in vividGl(/shameless plug)