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Feature requests, suggestions / Re: Full Screen Pixel Operations with Pixel Shaders
« on: June 23, 2006, 06:44:21 PM »Anyway, I don't know if WME will allow this sort of overlay technique, but perhaps that will give some ideas on how to do it with existing instructions.It certainly would. But I believe Crash wants the overlay to actually interact with the image, to deform it etc., hence the pixel shader request.
But I have to admit rendering the entire scene into texture just for post-processing purposes sounds like an overkill to me too..
Well, that's all about that nowadays.
I mean shaders.
Take in account, for example, that many products, nowadays, that have not those skyrocketing HW requests, make a normal 8 to 20 passes on what you're going to see.
Overkill? On my engine3D on a common Radeon9800 SE 128MB ram, for example for a full screen glow, with downsampling, I make 8 passes (4 downsamplings H and V) for DS, and a full screen glow pass. That's common. Samething for Toon shading.
Vertex Shader, and first shader pass, 1 times sharpening, and 3 passes for prewitt-sobel (H, V, merging), finally a full screen blur.
Wonder FPS? ranging from 120 to 150, 1024x768, about 40K poly non-BFC on screen.
The images you seen about Spherical Harmonics Lighting, are quite the same, the pixel shader on itself is very heavy for the SHL, then you add all the passes for simple texturing, bumping, shadow sharpening or blurring depending on lighting situation. (indoor low frequency, or outdoor high frequency).
Indeed, that's all about the target user you want to reach.
At least a Radeon 9600, or Nvidia counterpart is required.
P.S. obviously all that passes require P-Buffers, but a single texture rendering...Anyway, we are trying to figure out some solutions ATM, something like Brat proposed. But actually I didn't figure out how to integrate it.