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Author Topic: HLSL  (Read 13912 times)

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FogGobbler

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HLSL
« on: December 10, 2007, 04:39:18 PM »

Hi!

Any chance that you will integrate HLSL and /or Per-Pixel lighting sometime?

Many greetings,
Oli
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Mnemonic

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Re: HLSL
« Reply #1 on: December 10, 2007, 04:45:44 PM »

Yes.
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FogGobbler

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Re: HLSL
« Reply #2 on: December 10, 2007, 04:50:52 PM »

Wow!  ::thumbup That´s more than great!

Cheers,  ::beer
Oli
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Mnemonic

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Re: HLSL
« Reply #3 on: December 11, 2007, 08:45:11 AM »

In any case, it will be only supported by the Direct3D 9 mutation of the engine.
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FogGobbler

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Re: HLSL
« Reply #4 on: December 11, 2007, 12:51:47 PM »

Yes, but that doesn´t really matter :-)
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DREAMWEB

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Re: HLSL
« Reply #5 on: December 12, 2007, 01:51:17 PM »

This HLSL shaders thing is something hard to learn?
when/if implemented, will be compatible with programs like FX composer? http://developer.nvidia.com/object/fx_composer_home.html
« Last Edit: December 12, 2007, 01:55:59 PM by DREAMWEB »
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Jyujinkai

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Re: HLSL
« Reply #6 on: December 12, 2007, 01:58:34 PM »

HLSL can be very complicated and require deep knoladge of coding.. they are basically procedural textures to put on your models.... say to make the ground look like grass, or to make the eyes of a charicter glow green and emit a green smoke trail as you move about.

For non programming types you can find a variety of apps that allow you to visually build your shader so you need little programming knowledge. If you use max there is a nice HLSL shader builder called "shaderFX" that also uses direct X to draw the shader directly in the viewport for testing.
http://www.lumonix.net/

No idea how these will all be transfered to WME... not sure if the .X panda export will do it or not.. you will have to wait for mnemonic to do his magic and let us know.
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Mnemonic

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Re: HLSL
« Reply #7 on: December 12, 2007, 02:22:29 PM »

This HLSL shaders thing is something hard to learn?
As Jyujinkai said, it is quite complicated, because it's a whole new world to explore and a whole new programming language.

when/if implemented, will be compatible with programs like FX composer? http://developer.nvidia.com/object/fx_composer_home.html
Yes and no. Some of the effect files generated by FX Composer will work, some won't, depending on what features they'll be using.
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sychron

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Re: HLSL
« Reply #8 on: December 12, 2007, 05:17:55 PM »

Are you sure you want to support HLSL? If yes, don't mention this in the features list ... or It will surely boost the count of "how to" support questions in this forum ... the ones that could be rudely answered RTFM ... ;-)
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Jyujinkai

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Re: HLSL
« Reply #9 on: March 24, 2008, 03:04:57 AM »

@mnemonic

Any updates on this HLSL shader stuff? Is it anywhere near release or anything?

Also if this dose get integrated into WME, dose that mean Bump and Normal mapping etc etc will be supported?
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Mnemonic

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Re: HLSL
« Reply #10 on: March 24, 2008, 09:06:36 AM »

Any updates on this HLSL shader stuff? Is it anywhere near release or anything?
Nope.

Also if this dose get integrated into WME, dose that mean Bump and Normal mapping etc etc will be supported?
That's the plan, yes.
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Jyujinkai

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Re: HLSL
« Reply #11 on: March 24, 2008, 09:59:01 AM »

Any updates on this HLSL shader stuff? Is it anywhere near release or anything?
Nope.

Um.. any more detail? Is this something we should expect to happen sometime soon... like say um.. in the next 5 months or so?? Or is this a "Nope... well i might get to it once day.. but i have no plans to do it soon. look for it in 2010 somtime."

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metamorphium

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Re: HLSL
« Reply #12 on: March 24, 2008, 11:42:45 AM »

I bet the answer will be - When it's doneTM ;)
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Jyujinkai

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Re: HLSL
« Reply #13 on: March 24, 2008, 12:22:02 PM »

lol I like the trademark on there Meta!!
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sychron

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Re: HLSL
« Reply #14 on: March 24, 2008, 12:51:46 PM »

But you /will/ stick to 3,5D, won't you? Please, don't go for a /complete 3d/ engine!
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